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remove Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.selectedStartingBonus = playerData.selectedStartingBonus;' Line Number: 4508 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
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Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.selectedStartingBonus = playerData.selectedStartingBonus;' Line Number: 4508 βͺπ‘ Consider importing and using the following plugins: @upit/storage.v1
User prompt
Player Choice / Customization: Skill Tree (Simple): A very basic skill tree where players can invest points earned from waves into passive buffs (e.g., "global tower damage +5%", "gold earned +10%"). Starting Bonus Selection: At the beginning of a game, let the player choose a small starting bonus (e.g., "Start with 20 extra gold," "First tower built is free"). βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'towerInfoPanels[i].destroy();' Line Number: 3407
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Interactive UI Elements: Tower Information Panel: When a tower is selected, show more detailed stats (DPS, effective range, special abilities) and a small animated preview of its bullet. Wave Information: Beyond just "Wave X Incoming," show a small icon or preview of the enemy types that will appear in the next wave. Sound Effects for UI: Clicking buttons, selecting towers, and earning gold could all have subtle, satisfying sound effects. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Particle Effects: These are crucial for visual appeal. Tower Firing: Small muzzle flashes or energy bursts at the point where bullets are fired. Enemy Hits: Splatter effects, small sparks, or dust clouds when enemies take damage. Gold Collection: When gold is earned, a small burst of sparkling particles originating from the defeated enemy and floating towards the gold counter. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Environmental Details: Add static elements to your background to make the map feel less empty. Trees/Rocks: Place a few beach-themed assets like palm trees, rocks, or seashells around the edges of the grid. Clouds: Slowly moving clouds in the background can add a sense of depth and atmosphere. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Path Visuals: Your current cell rendering for the path is good, but you can make it more dynamic. Animated Water: For the ocean cells (spawn/goal), add subtle water ripple effects or wave textures that slowly animate. Path Progress: As enemies move along the path, perhaps the "sand" cells could temporarily darken slightly or show subtle footprint decals for a short duration. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Tower Animations: Make your towers feel more alive. Idle Animations: Subtle movements like a slight sway or flickering lights on laser towers. Upgrade Animations: When a tower upgrades, a quick glow effect or a small transformation animation to show its new power. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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add Enemy Death Animation, A quick fade-out combined with a small implosion or burst of particles. βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
Custom Bullet Visuals: While you have different bullet assets, consider adding unique visual effects when they hit. Laser: A bright, momentary flash and a small, lingering scorched mark on the enemy. Ice: A shattering ice effect on impact and a subtle frost overlay on the slowed enemy. Missile: A small explosion graphic with debris, and perhaps a slight knockback animation on the enemy. Lightning: A crackling energy discharge that visually jumps between chained targets (if you implement chaining). Cannon: A visible impact crater on the ground near the enemy, and a brief shake effect on the enemy. Tesla: A vibrant electrical arc that connects the tower to the enemy βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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and we need a game over sound
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let's add soundeffect when enemy dies and a soundtrack that plays
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now we need some sfx like for the different weapons, shoot sfx (6 different ones) then for when hitting an enemy and when a new wave arrives
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remove the bottom wave texts and instead add info about how much coins each tower costs
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Now for the waves, add a new and better UI for it, like when a new wave starts like a little ALERT text or so βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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make sure the enemies won't stuck, maybe add an invisbile line they can walk like 2 or 3 trough the white sand
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make them always walk to the goal the enemies but like sometimes they change the course a bit
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make the enemies walk randomly on the light brown sand so it's bit more interesting until they are close to the goal, then they go there
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make the tower assets look into the direction they shoot
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remove the towers and add 6 new ones that are different
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remove turtle bodyparts and add it so i can change asset of each tower by myself to add custom images
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetEnemy, damage, speed) { var self = Container.call(this); self.targetEnemy = targetEnemy; self.damage = damage || 10; self.speed = speed || 5; self.x = startX; self.y = startY; var bulletAsset = 'ice_bullet'; // Default bullet type if (self.type) { bulletAsset = self.type + '_bullet'; } var bulletGraphics = self.attachAsset(bulletAsset, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (!self.targetEnemy || !self.targetEnemy.parent) { self.destroy(); return; } var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Apply damage to target enemy self.targetEnemy.health -= self.damage; // Play hit sound effect LK.getSound('enemy_hit').play(); // Create hit particle effect based on damage type var hitEffect = new Container(); game.addChild(hitEffect); hitEffect.x = self.targetEnemy.x; hitEffect.y = self.targetEnemy.y; // Create multiple small particles for hit effect for (var particle = 0; particle < 4; particle++) { var particleContainer = new Container(); hitEffect.addChild(particleContainer); var particleGraphics = particleContainer.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.width = particleGraphics.height = 8 + Math.random() * 12; // Color particles based on bullet type switch (self.type) { case 'laser': particleGraphics.tint = 0xFF0080; break; case 'ice': particleGraphics.tint = 0x00FFFF; break; case 'missile': particleGraphics.tint = 0xFF4500; break; case 'lightning': particleGraphics.tint = 0xFFFF00; break; case 'cannon': particleGraphics.tint = 0x8B4513; break; case 'tesla': particleGraphics.tint = 0x9932CC; break; default: particleGraphics.tint = 0xFF6B35; // Orange sparks } // Random direction for each particle var angle = Math.random() * Math.PI * 2; var distance = 20 + Math.random() * 30; var targetX = Math.cos(angle) * distance; var targetY = Math.sin(angle) * distance; particleContainer.alpha = 1; // Animate particles flying outward tween(particleContainer, { x: targetX, y: targetY, alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut }); } // Clean up hit effect after animation LK.setTimeout(function () { hitEffect.destroy(); }, 600); if (self.targetEnemy.health <= 0) { self.targetEnemy.health = 0; } else { self.targetEnemy.healthBar.width = self.targetEnemy.health / self.targetEnemy.maxHealth * 70; } // Create visual hit effects based on bullet type if (self.type === 'laser') { // Laser: bright flash and scorched mark var laserFlash = new Container(); game.addChild(laserFlash); laserFlash.x = self.targetEnemy.x; laserFlash.y = self.targetEnemy.y; var flashGraphics = laserFlash.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.8; flashGraphics.tint = 0xFF0080; flashGraphics.alpha = 1; tween(laserFlash, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { laserFlash.destroy(); } }); } else if (self.type === 'ice') { // Ice: shattering effect and frost overlay var iceShatter = new Container(); game.addChild(iceShatter); iceShatter.x = self.targetEnemy.x; iceShatter.y = self.targetEnemy.y; var shatterGraphics = iceShatter.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); shatterGraphics.width = shatterGraphics.height = CELL_SIZE * 0.6; shatterGraphics.tint = 0x00FFFF; shatterGraphics.alpha = 0.9; tween(iceShatter, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { iceShatter.destroy(); } }); // Add frost overlay on enemy if not immune if (!self.targetEnemy.isImmune) { self.targetEnemy.frostOverlay = true; } } else if (self.type === 'missile') { // Missile: explosion with debris and knockback var explosion = new Container(); game.addChild(explosion); explosion.x = self.targetEnemy.x; explosion.y = self.targetEnemy.y; var explosionGraphics = explosion.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); explosionGraphics.width = explosionGraphics.height = CELL_SIZE * 1.2; explosionGraphics.tint = 0xFF4500; explosionGraphics.alpha = 1; tween(explosion, { alpha: 0, scaleX: 2.5, scaleY: 2.5 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { explosion.destroy(); } }); // Knockback effect on enemy if (self.targetEnemy.children[0]) { var originalX = self.targetEnemy.x; var originalY = self.targetEnemy.y; tween(self.targetEnemy, { x: originalX + (Math.random() - 0.5) * 20, y: originalY + (Math.random() - 0.5) * 20 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self.targetEnemy, { x: originalX, y: originalY }, { duration: 100, easing: tween.easeIn }); } }); } } else if (self.type === 'lightning') { // Lightning: crackling energy discharge var lightningStrike = new Container(); game.addChild(lightningStrike); lightningStrike.x = self.targetEnemy.x; lightningStrike.y = self.targetEnemy.y; var strikeGraphics = lightningStrike.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); strikeGraphics.width = strikeGraphics.height = CELL_SIZE * 1; strikeGraphics.tint = 0xFFFF00; strikeGraphics.alpha = 1; // Create flickering effect tween(lightningStrike, { alpha: 0.3 }, { duration: 50, easing: tween.linear, onFinish: function onFinish() { tween(lightningStrike, { alpha: 1 }, { duration: 50, easing: tween.linear, onFinish: function onFinish() { tween(lightningStrike, { alpha: 0, scaleX: 1.8, scaleY: 1.8 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { lightningStrike.destroy(); } }); } }); } }); } else if (self.type === 'cannon') { // Cannon: impact crater and enemy shake var crater = new Container(); game.addChild(crater); crater.x = self.targetEnemy.x; crater.y = self.targetEnemy.y + 20; // Slightly below enemy var craterGraphics = crater.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); craterGraphics.width = craterGraphics.height = CELL_SIZE * 0.7; craterGraphics.tint = 0x8B4513; craterGraphics.alpha = 0.8; tween(crater, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { crater.destroy(); } }); // Enemy shake effect if (self.targetEnemy.children[0]) { var shakeCount = 0; var _shakeTimer = function shakeTimer() { if (shakeCount < 6) { self.targetEnemy.x += (Math.random() - 0.5) * 8; self.targetEnemy.y += (Math.random() - 0.5) * 8; shakeCount++; LK.setTimeout(_shakeTimer, 30); } }; _shakeTimer(); } } else if (self.type === 'tesla') { // Tesla: electrical arc connecting tower to enemy var electricArc = new Container(); game.addChild(electricArc); electricArc.x = self.targetEnemy.x; electricArc.y = self.targetEnemy.y; var arcGraphics = electricArc.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); arcGraphics.width = arcGraphics.height = CELL_SIZE * 0.9; arcGraphics.tint = 0x9932CC; arcGraphics.alpha = 1; // Create pulsing electric effect tween(electricArc, { scaleX: 1.3, scaleY: 1.3, alpha: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(electricArc, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 100, easing: tween.easeIn, onFinish: function onFinish() { tween(electricArc, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { electricArc.destroy(); } }); } }); } }); } // Apply special effects based on bullet type if (self.type === 'splash') { // Create visual splash effect var splashEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'splash'); game.addChild(splashEffect); // Splash damage to nearby enemies var splashRadius = CELL_SIZE * 1.5; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; if (otherEnemy !== self.targetEnemy) { var splashDx = otherEnemy.x - self.targetEnemy.x; var splashDy = otherEnemy.y - self.targetEnemy.y; var splashDistance = Math.sqrt(splashDx * splashDx + splashDy * splashDy); if (splashDistance <= splashRadius) { // Apply splash damage (50% of original damage) otherEnemy.health -= self.damage * 0.5; if (otherEnemy.health <= 0) { otherEnemy.health = 0; } else { otherEnemy.healthBar.width = otherEnemy.health / otherEnemy.maxHealth * 70; } } } } } else if (self.type === 'slow') { // Prevent slow effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual slow effect var slowEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'slow'); game.addChild(slowEffect); // Apply slow effect // Make slow percentage scale with tower level (default 50%, up to 80% at max level) var slowPct = 0.5; if (self.sourceTowerLevel !== undefined) { // Scale: 50% at level 1, 60% at 2, 65% at 3, 70% at 4, 75% at 5, 80% at 6 var slowLevels = [0.5, 0.6, 0.65, 0.7, 0.75, 0.8]; var idx = Math.max(0, Math.min(5, self.sourceTowerLevel - 1)); slowPct = slowLevels[idx]; } if (!self.targetEnemy.slowed) { self.targetEnemy.originalSpeed = self.targetEnemy.speed; self.targetEnemy.speed *= 1 - slowPct; // Slow by X% self.targetEnemy.slowed = true; self.targetEnemy.slowDuration = 180; // 3 seconds at 60 FPS } else { self.targetEnemy.slowDuration = 180; // Reset duration } } } else if (self.type === 'poison') { // Prevent poison effect on immune enemies if (!self.targetEnemy.isImmune) { // Create visual poison effect var poisonEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'poison'); game.addChild(poisonEffect); // Apply poison effect self.targetEnemy.poisoned = true; self.targetEnemy.poisonDamage = self.damage * 0.2; // 20% of original damage per tick self.targetEnemy.poisonDuration = 300; // 5 seconds at 60 FPS } } else if (self.type === 'sniper') { // Create visual critical hit effect for sniper var sniperEffect = new EffectIndicator(self.targetEnemy.x, self.targetEnemy.y, 'sniper'); game.addChild(sniperEffect); } self.destroy(); } else { var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var Cloud = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloudGraphics.alpha = 0.6 + Math.random() * 0.3; // Semi-transparent cloudGraphics.scaleX = 0.8 + Math.random() * 0.6; // Random size cloudGraphics.scaleY = 0.8 + Math.random() * 0.6; cloudGraphics.tint = 0xF0F8FF; // Alice blue self.moveSpeed = 0.2 + Math.random() * 0.3; // Random speed self.startY = y; self.amplitude = 20 + Math.random() * 30; // Vertical drift amplitude self.update = function () { // Move cloud slowly to the right self.x += self.moveSpeed; // Add gentle vertical drift self.y = self.startY + Math.sin(LK.ticks * 0.01 + self.x * 0.001) * self.amplitude; // Reset position when off-screen if (self.x > 2048 + cloudGraphics.width) { self.x = -cloudGraphics.width; self.startY = 100 + Math.random() * 300; // New random height } }; return self; }); var DebugCell = Container.expand(function () { var self = Container.call(this); var cellGraphics = self.attachAsset('cell', { anchorX: 0.5, anchorY: 0.5 }); cellGraphics.tint = Math.random() * 0xffffff; var debugArrows = []; var numberLabel = new Text2('0', { size: 30, fill: 0xFFFFFF, weight: 800 }); numberLabel.anchor.set(.5, .5); self.addChild(numberLabel); self.update = function () { self.updateFootprint(); }; self.down = function () { return; if (self.cell.type == 0 || self.cell.type == 1) { self.cell.type = self.cell.type == 1 ? 0 : 1; if (grid.pathFind()) { self.cell.type = self.cell.type == 1 ? 0 : 1; grid.pathFind(); var notification = game.addChild(new Notification("Path is blocked!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } grid.renderDebug(); } }; self.removeArrows = function () { while (debugArrows.length) { self.removeChild(debugArrows.pop()); } }; // Water animation properties self.waterAnimationActive = false; self.footprintTimer = 0; self.originalTint = cellGraphics.tint; self.originalAlpha = cellGraphics.alpha; // Start water ripple animation for ocean cells self.startWaterAnimation = function () { if (self.waterAnimationActive) return; self.waterAnimationActive = true; var _animateWaterRipple = function animateWaterRipple() { if (!self.waterAnimationActive) return; // Create subtle wave effect by modulating alpha and scale tween(cellGraphics, { alpha: cellGraphics.alpha * 0.9, scaleX: 1.02, scaleY: 1.02 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.waterAnimationActive) return; tween(cellGraphics, { alpha: self.originalAlpha, scaleX: 1.0, scaleY: 1.0 }, { duration: 1500 + Math.random() * 1000, easing: tween.easeInOut, onFinish: _animateWaterRipple }); } }); }; _animateWaterRipple(); }; // Stop water animation self.stopWaterAnimation = function () { self.waterAnimationActive = false; tween.stop(cellGraphics, { alpha: true, scaleX: true, scaleY: true }); // Reset to original state cellGraphics.alpha = self.originalAlpha; cellGraphics.scaleX = 1.0; cellGraphics.scaleY = 1.0; }; // Add enemy footprint effect self.addFootprint = function () { if (self.cell.type !== 0) return; // Only on path cells // Darken the cell temporarily to show footprint var originalTint = cellGraphics.tint; cellGraphics.tint = 0xE6D4A2; // Slightly darker sand // Reset footprint timer self.footprintTimer = 180; // 3 seconds at 60 FPS }; // Update method for handling footprint fade self.updateFootprint = function () { if (self.footprintTimer > 0) { self.footprintTimer--; if (self.footprintTimer <= 0) { // Fade back to original color tween(cellGraphics, { tint: self.originalTint }, { duration: 500, easing: tween.easeOut }); } } }; self.render = function (data) { // Show beach-themed grid visuals cellGraphics.visible = true; numberLabel.visible = false; self.removeArrows(); // Color cells based on type for beach theme if (self.cell.type === 0) { // Walkable path - beach sand color cellGraphics.tint = 0xF4E4BC; cellGraphics.alpha = 0.8; } else if (self.cell.type === 1) { // Wall - darker sand/rock color cellGraphics.tint = 0xD2B48C; cellGraphics.alpha = 0.9; } else if (self.cell.type === 2) { // Spawn - ocean water color cellGraphics.tint = 0x4682B4; cellGraphics.alpha = 0.8; // Start water ripple animation for spawn cells self.startWaterAnimation(); } else if (self.cell.type === 3) { // Goal - tropical water color cellGraphics.tint = 0x00CED1; cellGraphics.alpha = 0.8; // Start water ripple animation for goal cells self.startWaterAnimation(); } }; // Override destroy to clean up animations var originalDestroy = self.destroy; self.destroy = function () { self.stopWaterAnimation(); if (originalDestroy) { originalDestroy.call(self); } }; return self; }); // This update method was incorrectly placed here and should be removed var EffectIndicator = Container.expand(function (x, y, type) { var self = Container.call(this); self.x = x; self.y = y; var effectGraphics = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); effectGraphics.blendMode = 1; switch (type) { case 'splash': effectGraphics.tint = 0x39FF14; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.8; break; case 'slow': effectGraphics.tint = 0xC44FFF; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2; break; case 'poison': effectGraphics.tint = 0x00FFA1; effectGraphics.width = effectGraphics.height = CELL_SIZE * 1.2; break; case 'sniper': effectGraphics.tint = 0xFF4500; effectGraphics.width = effectGraphics.height = CELL_SIZE * 0.8; break; } effectGraphics.alpha = 0.9; self.alpha = 0; // Animate the effect tween(self, { alpha: 0.8, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); // Base enemy class for common functionality var Enemy = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.speed = .01; self.cellX = 0; self.cellY = 0; self.currentCellX = 0; self.currentCellY = 0; self.currentTarget = undefined; self.maxHealth = 100; self.health = self.maxHealth; self.bulletsTargetingThis = []; self.waveNumber = currentWave; self.isFlying = false; self.isImmune = false; self.isBoss = false; // Check if this is a boss wave // Check if this is a boss wave // Apply different stats based on enemy type switch (self.type) { case 'fast': self.speed *= 2; // Twice as fast self.maxHealth = 100; break; case 'immune': self.isImmune = true; self.maxHealth = 80; break; case 'flying': self.isFlying = true; self.maxHealth = 80; break; case 'swarm': self.maxHealth = 50; // Weaker enemies break; case 'normal': default: // Normal enemy uses default values break; } if (currentWave % 10 === 0 && currentWave > 0 && type !== 'swarm') { self.isBoss = true; // Boss enemies have 20x health and are larger self.maxHealth *= 20; // Slower speed for bosses self.speed = self.speed * 0.7; } self.health = self.maxHealth; // Get appropriate asset for this enemy type var assetId = 'enemy'; if (self.type !== 'normal') { assetId = 'enemy_' + self.type; } var enemyGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale up boss enemies if (self.isBoss) { enemyGraphics.scaleX = 1.8; enemyGraphics.scaleY = 1.8; } // Fall back to regular enemy asset if specific type asset not found // Apply tint to differentiate enemy types /*switch (self.type) { case 'fast': enemyGraphics.tint = 0x00AAFF; // Blue for fast enemies break; case 'immune': enemyGraphics.tint = 0xAA0000; // Red for immune enemies break; case 'flying': enemyGraphics.tint = 0xFFFF00; // Yellow for flying enemies break; case 'swarm': enemyGraphics.tint = 0xFF00FF; // Pink for swarm enemies break; }*/ // Create shadow for flying enemies if (self.isFlying) { // Create a shadow container that will be added to the shadow layer self.shadow = new Container(); // Clone the enemy graphics for the shadow var shadowGraphics = self.shadow.attachAsset(assetId || 'enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply shadow effect shadowGraphics.tint = 0x000000; // Black shadow shadowGraphics.alpha = 0.4; // Semi-transparent // If this is a boss, scale up the shadow to match if (self.isBoss) { shadowGraphics.scaleX = 1.8; shadowGraphics.scaleY = 1.8; } // Position shadow slightly offset self.shadow.x = 20; // Offset right self.shadow.y = 20; // Offset down // Ensure shadow has the same rotation as the enemy shadowGraphics.rotation = enemyGraphics.rotation; } var healthBarOutline = self.attachAsset('healthBarOutline', { anchorX: 0, anchorY: 0.5 }); var healthBarBG = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); var healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5 }); healthBarBG.y = healthBarOutline.y = healthBar.y = -enemyGraphics.height / 2 - 10; healthBarOutline.x = -healthBarOutline.width / 2; healthBarBG.x = healthBar.x = -healthBar.width / 2 - .5; healthBar.tint = 0x00ff00; healthBarBG.tint = 0xff0000; self.healthBar = healthBar; self.update = function () { if (self.health <= 0) { self.health = 0; self.healthBar.width = 0; } // Handle slow effect if (self.isImmune) { // Immune enemies cannot be slowed or poisoned, clear any such effects self.slowed = false; self.slowEffect = false; self.poisoned = false; self.poisonEffect = false; // Reset speed to original if needed if (self.originalSpeed !== undefined) { self.speed = self.originalSpeed; } } else { // Handle slow effect if (self.slowed) { // Visual indication of slowed status if (!self.slowEffect) { self.slowEffect = true; } self.slowDuration--; if (self.slowDuration <= 0) { self.speed = self.originalSpeed; self.slowed = false; self.slowEffect = false; // Only reset tint if not poisoned if (!self.poisoned) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } // Handle poison effect if (self.poisoned) { // Visual indication of poisoned status if (!self.poisonEffect) { self.poisonEffect = true; } // Apply poison damage every 30 frames (twice per second) if (LK.ticks % 30 === 0) { self.health -= self.poisonDamage; if (self.health <= 0) { self.health = 0; } self.healthBar.width = self.health / self.maxHealth * 70; } self.poisonDuration--; if (self.poisonDuration <= 0) { self.poisoned = false; self.poisonEffect = false; // Only reset tint if not slowed if (!self.slowed) { enemyGraphics.tint = 0xFFFFFF; // Reset tint } } } } // Set tint based on effect status if (self.isImmune) { enemyGraphics.tint = 0xFFFFFF; } else if (self.poisoned && self.slowed) { // Combine poison (0x00FFAA) and slow (0x9900FF) colors // Simple average: R: (0+153)/2=76, G: (255+0)/2=127, B: (170+255)/2=212 enemyGraphics.tint = 0x4C7FD4; } else if (self.poisoned) { enemyGraphics.tint = 0x00FFAA; } else if (self.slowed) { enemyGraphics.tint = 0x9900FF; } else { enemyGraphics.tint = 0xFFFFFF; } if (self.currentTarget) { var ox = self.currentTarget.x - self.currentCellX; var oy = self.currentTarget.y - self.currentCellY; if (ox !== 0 || oy !== 0) { var angle = Math.atan2(oy, ox); if (enemyGraphics.targetRotation === undefined) { enemyGraphics.targetRotation = angle; enemyGraphics.rotation = angle; } else { if (Math.abs(angle - enemyGraphics.targetRotation) > 0.05) { tween.stop(enemyGraphics, { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemyGraphics.rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } enemyGraphics.targetRotation = angle; tween(enemyGraphics, { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } } } healthBarOutline.y = healthBarBG.y = healthBar.y = -enemyGraphics.height / 2 - 10; }; return self; }); var EnvironmentalElement = Container.expand(function (type, x, y) { var self = Container.call(this); self.type = type; self.x = x; self.y = y; var elementGraphics; switch (type) { case 'palm_tree': elementGraphics = self.attachAsset('palm_tree', { anchorX: 0.5, anchorY: 1.0 }); elementGraphics.tint = 0x228B22; // Forest green // Add swaying animation self.startSwayAnimation = function () { var _swayTween2 = function swayTween() { tween(elementGraphics, { rotation: (Math.random() - 0.5) * 0.15 }, { duration: 3000 + Math.random() * 2000, easing: tween.easeInOut, onFinish: _swayTween2 }); }; _swayTween2(); }; self.startSwayAnimation(); break; case 'rock': elementGraphics = self.attachAsset('rock', { anchorX: 0.5, anchorY: 0.5 }); elementGraphics.tint = 0x696969; // Dim gray elementGraphics.scaleX = 0.8 + Math.random() * 0.4; // Random size variation elementGraphics.scaleY = 0.8 + Math.random() * 0.4; break; case 'seashell': elementGraphics = self.attachAsset('seashell', { anchorX: 0.5, anchorY: 0.5 }); elementGraphics.tint = 0xFFF8DC; // Cornsilk elementGraphics.rotation = Math.random() * Math.PI * 2; // Random rotation elementGraphics.scaleX = 0.6 + Math.random() * 0.4; elementGraphics.scaleY = 0.6 + Math.random() * 0.4; break; } return self; }); var GoldIndicator = Container.expand(function (value, x, y) { var self = Container.call(this); var goldText = new Text2("+" + value, { size: 45, fill: 0xFFD700, weight: 800 }); goldText.anchor.set(0.5, 0.5); self.addChild(goldText); self.x = x; self.y = y; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; tween(self, { alpha: 1, scaleX: 1.2, scaleY: 1.2, y: y - 40 }, { duration: 50, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: y - 80 }, { duration: 600, easing: tween.easeIn, delay: 800, onFinish: function onFinish() { self.destroy(); } }); } }); return self; }); var Grid = Container.expand(function (gridWidth, gridHeight) { var self = Container.call(this); self.cells = []; self.spawns = []; self.goals = []; for (var i = 0; i < gridWidth; i++) { self.cells[i] = []; for (var j = 0; j < gridHeight; j++) { self.cells[i][j] = { score: 0, pathId: 0, towersInRange: [] }; } } /* Cell Types 0: Transparent floor (walkable path) 1: Wall (blocks movement) 2: Spawn 3: Goal */ // First, fill everything with walls for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; cell.type = 1; // Start with walls everywhere cell.x = i; cell.y = j; } } // Create a maze-like street pattern with defined corridors // Main vertical corridor down the center var centerX = Math.floor(gridWidth / 2); for (var j = 5; j < gridHeight - 4; j++) { self.cells[centerX][j].type = 0; // Clear path self.cells[centerX - 1][j].type = 0; // Make corridor 2 tiles wide } // Create horizontal connecting streets at regular intervals var streetInterval = 6; for (var streetY = 8; streetY < gridHeight - 8; streetY += streetInterval) { // Left side street for (var i = 2; i < centerX - 1; i++) { self.cells[i][streetY].type = 0; self.cells[i][streetY + 1].type = 0; // Make streets 2 tiles wide } // Right side street for (var i = centerX + 2; i < gridWidth - 2; i++) { self.cells[i][streetY].type = 0; self.cells[i][streetY + 1].type = 0; // Make streets 2 tiles wide } } // Create some vertical side streets for more complexity for (var sideStreetX = 6; sideStreetX < gridWidth - 6; sideStreetX += 8) { if (sideStreetX === centerX || sideStreetX === centerX - 1) continue; // Skip center for (var j = 8; j < gridHeight - 8; j++) { if (j % streetInterval < 2) continue; // Don't overwrite horizontal streets self.cells[sideStreetX][j].type = 0; } } // Create spawn area (entrance to the maze) for (var i = centerX - 3; i <= centerX + 3; i++) { for (var j = 0; j <= 4; j++) { if (j === 0) { self.cells[i][j].type = 2; // Spawn points self.spawns.push(self.cells[i][j]); } else { self.cells[i][j].type = 0; // Clear entrance path } } } // Create goal area (exit from the maze) for (var i = centerX - 3; i <= centerX + 3; i++) { for (var j = gridHeight - 4; j < gridHeight; j++) { if (j === gridHeight - 1) { self.cells[i][j].type = 3; // Goal points self.goals.push(self.cells[i][j]); } else { self.cells[i][j].type = 0; // Clear exit path } } } // Set up cell relationships after creating the maze for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var cell = self.cells[i][j]; cell.upLeft = self.cells[i - 1] && self.cells[i - 1][j - 1]; cell.up = self.cells[i - 1] && self.cells[i - 1][j]; cell.upRight = self.cells[i - 1] && self.cells[i - 1][j + 1]; cell.left = self.cells[i][j - 1]; cell.right = self.cells[i][j + 1]; cell.downLeft = self.cells[i + 1] && self.cells[i + 1][j - 1]; cell.down = self.cells[i + 1] && self.cells[i + 1][j]; cell.downRight = self.cells[i + 1] && self.cells[i + 1][j + 1]; cell.neighbors = [cell.upLeft, cell.up, cell.upRight, cell.right, cell.downRight, cell.down, cell.downLeft, cell.left]; cell.targets = []; if (j > 3 && j <= gridHeight - 4) { var debugCell = new DebugCell(); self.addChild(debugCell); debugCell.cell = cell; debugCell.x = i * CELL_SIZE; debugCell.y = j * CELL_SIZE; cell.debugCell = debugCell; } } } self.getCell = function (x, y) { return self.cells[x] && self.cells[x][y]; }; self.pathFind = function () { var before = new Date().getTime(); var toProcess = self.goals.concat([]); maxScore = 0; pathId += 1; for (var a = 0; a < toProcess.length; a++) { toProcess[a].pathId = pathId; } function processNode(node, targetValue, targetNode) { if (node && node.type != 1) { if (node.pathId < pathId || targetValue < node.score) { node.targets = [targetNode]; } else if (node.pathId == pathId && targetValue == node.score) { node.targets.push(targetNode); } if (node.pathId < pathId || targetValue < node.score) { node.score = targetValue; if (node.pathId != pathId) { toProcess.push(node); } node.pathId = pathId; if (targetValue > maxScore) { maxScore = targetValue; } } } } while (toProcess.length) { var nodes = toProcess; toProcess = []; for (var a = 0; a < nodes.length; a++) { var node = nodes[a]; var targetScore = node.score + 14142; if (node.up && node.left && node.up.type != 1 && node.left.type != 1) { processNode(node.upLeft, targetScore, node); } if (node.up && node.right && node.up.type != 1 && node.right.type != 1) { processNode(node.upRight, targetScore, node); } if (node.down && node.right && node.down.type != 1 && node.right.type != 1) { processNode(node.downRight, targetScore, node); } if (node.down && node.left && node.down.type != 1 && node.left.type != 1) { processNode(node.downLeft, targetScore, node); } targetScore = node.score + 10000; processNode(node.up, targetScore, node); processNode(node.right, targetScore, node); processNode(node.down, targetScore, node); processNode(node.left, targetScore, node); } } for (var a = 0; a < self.spawns.length; a++) { if (self.spawns[a].pathId != pathId) { console.warn("Spawn blocked"); return true; } } for (var a = 0; a < enemies.length; a++) { var enemy = enemies[a]; // Skip enemies that haven't entered the viewable area yet if (enemy.currentCellY < 4) { continue; } // Skip flying enemies from path check as they can fly over obstacles if (enemy.isFlying) { continue; } var target = self.getCell(enemy.cellX, enemy.cellY); if (enemy.currentTarget) { if (enemy.currentTarget.pathId != pathId) { if (!target || target.pathId != pathId) { console.warn("Enemy blocked 1 "); return true; } } } else if (!target || target.pathId != pathId) { console.warn("Enemy blocked 2"); return true; } } console.log("Speed", new Date().getTime() - before); }; self.renderDebug = function () { for (var i = 0; i < gridWidth; i++) { for (var j = 0; j < gridHeight; j++) { var debugCell = self.cells[i][j].debugCell; if (debugCell) { debugCell.render(self.cells[i][j]); } } } }; self.updateEnemy = function (enemy) { var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell.type == 3) { return true; } if (enemy.isFlying && enemy.shadow) { enemy.shadow.x = enemy.x + 20; // Match enemy x-position + offset enemy.shadow.y = enemy.y + 20; // Match enemy y-position + offset // Match shadow rotation with enemy rotation if (enemy.children[0] && enemy.shadow.children[0]) { enemy.shadow.children[0].rotation = enemy.children[0].rotation; } } // Check if the enemy has reached the entry area (y position is at least 5) var hasReachedEntryArea = enemy.currentCellY >= 4; // If enemy hasn't reached the entry area yet, just move down vertically if (!hasReachedEntryArea) { // Move directly downward enemy.currentCellY += enemy.speed; // Rotate enemy graphic to face downward (PI/2 radians = 90 degrees) var angle = Math.PI / 2; if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update enemy's position enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Add footprint effect on path cells for non-flying enemies if (!enemy.isFlying) { var currentCell = self.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell && currentCell.type === 0 && currentCell.debugCell) { // Only add footprint if enemy has moved to a new cell if (!enemy.lastFootprintX || !enemy.lastFootprintY || Math.floor(enemy.currentCellX) !== enemy.lastFootprintX || Math.floor(enemy.currentCellY) !== enemy.lastFootprintY) { currentCell.debugCell.addFootprint(); enemy.lastFootprintX = Math.floor(enemy.currentCellX); enemy.lastFootprintY = Math.floor(enemy.currentCellY); } } } // If enemy has now reached the entry area, update cell coordinates if (enemy.currentCellY >= 4) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); } return false; } // After reaching entry area, handle flying enemies differently if (enemy.isFlying) { // Flying enemies head straight to the closest goal if (!enemy.flyingTarget) { // Set flying target to the closest goal enemy.flyingTarget = self.goals[0]; // Find closest goal if there are multiple if (self.goals.length > 1) { var closestDist = Infinity; for (var i = 0; i < self.goals.length; i++) { var goal = self.goals[i]; var dx = goal.x - enemy.cellX; var dy = goal.y - enemy.cellY; var dist = dx * dx + dy * dy; if (dist < closestDist) { closestDist = dist; enemy.flyingTarget = goal; } } } } // Move directly toward the goal var ox = enemy.flyingTarget.x - enemy.currentCellX; var oy = enemy.flyingTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { // Reached the goal return true; } var angle = Math.atan2(oy, ox); // Rotate enemy graphic to match movement direction if (enemy.children[0] && enemy.children[0].targetRotation === undefined) { enemy.children[0].targetRotation = angle; enemy.children[0].rotation = angle; } else if (enemy.children[0]) { if (Math.abs(angle - enemy.children[0].targetRotation) > 0.05) { tween.stop(enemy.children[0], { rotation: true }); // Calculate the shortest angle to rotate var currentRotation = enemy.children[0].rotation; var angleDiff = angle - currentRotation; // Normalize angle difference to -PI to PI range for shortest path while (angleDiff > Math.PI) { angleDiff -= Math.PI * 2; } while (angleDiff < -Math.PI) { angleDiff += Math.PI * 2; } // Set target rotation and animate to it enemy.children[0].targetRotation = angle; tween(enemy.children[0], { rotation: currentRotation + angleDiff }, { duration: 250, easing: tween.easeOut }); } } // Update the cell position to track where the flying enemy is enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Update shadow position if this is a flying enemy return false; } // Handle normal pathfinding enemies if (!enemy.currentTarget) { enemy.currentTarget = cell.targets[0]; } if (enemy.currentTarget) { if (cell.score < enemy.currentTarget.score) { enemy.currentTarget = cell; } var ox = enemy.currentTarget.x - enemy.currentCellX; var oy = enemy.currentTarget.y - enemy.currentCellY; var dist = Math.sqrt(ox * ox + oy * oy); if (dist < enemy.speed) { enemy.cellX = Math.round(enemy.currentCellX); enemy.cellY = Math.round(enemy.currentCellY); enemy.currentTarget = undefined; return; } var angle = Math.atan2(oy, ox); enemy.currentCellX += Math.cos(angle) * enemy.speed; enemy.currentCellY += Math.sin(angle) * enemy.speed; } enemy.x = grid.x + enemy.currentCellX * CELL_SIZE; enemy.y = grid.y + enemy.currentCellY * CELL_SIZE; // Add footprint effect for ground enemies on path if (!enemy.isFlying) { var currentCell = self.getCell(Math.floor(enemy.currentCellX), Math.floor(enemy.currentCellY)); if (currentCell && currentCell.type === 0 && currentCell.debugCell) { // Only add footprint if enemy has moved to a new cell if (!enemy.lastFootprintX || !enemy.lastFootprintY || Math.floor(enemy.currentCellX) !== enemy.lastFootprintX || Math.floor(enemy.currentCellY) !== enemy.lastFootprintY) { currentCell.debugCell.addFootprint(); enemy.lastFootprintX = Math.floor(enemy.currentCellX); enemy.lastFootprintY = Math.floor(enemy.currentCellY); } } } }; }); var NextWaveButton = Container.expand(function () { var self = Container.call(this); var buttonBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 300; buttonBackground.height = 100; buttonBackground.tint = 0x0088FF; var buttonText = new Text2("Next Wave", { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); self.enabled = false; self.visible = false; self.update = function () { if (waveIndicator && waveIndicator.gameStarted && currentWave < totalWaves) { self.enabled = true; self.visible = true; buttonBackground.tint = 0x0088FF; self.alpha = 1; } else { self.enabled = false; self.visible = false; buttonBackground.tint = 0x888888; self.alpha = 0.7; } }; self.down = function () { if (!self.enabled) { return; } // Play UI click sound LK.getSound('ui_click').play(); if (waveIndicator.gameStarted && currentWave < totalWaves) { currentWave++; // Increment to the next wave directly waveTimer = 0; // Reset wave timer waveInProgress = true; waveSpawned = false; // Get the type of the current wave (which is now the next wave) var waveType = waveIndicator.getWaveTypeName(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); var waveAlert = new WaveAlert(currentWave, waveType + " ACTIVATED", enemyCount); game.addChild(waveAlert); } }; return self; }); var Notification = Container.expand(function (message) { var self = Container.call(this); var notificationGraphics = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); notificationGraphics.tint = 0x2C3E50; var notificationText = new Text2(message, { size: 52, fill: 0xECF0F1, weight: 800 }); notificationText.anchor.set(0.5, 0.5); notificationGraphics.width = notificationText.width + 40; notificationGraphics.height = notificationText.height + 20; self.addChild(notificationText); self.alpha = 1; var fadeOutTime = 120; self.update = function () { if (fadeOutTime > 0) { fadeOutTime--; self.alpha = Math.min(fadeOutTime / 120 * 2, 1); } else { self.destroy(); } }; return self; }); var SkillTreePanel = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 + 400; self.visible = false; var panelBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBackground.width = 1800; panelBackground.height = 800; panelBackground.tint = 0x2C3E50; panelBackground.alpha = 0.95; var titleText = new Text2('Skill Tree', { size: 70, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -320; self.addChild(titleText); var skillPointsText = new Text2('Skill Points: 0', { size: 50, fill: 0xF1C40F, weight: 800 }); skillPointsText.anchor.set(0.5, 0.5); skillPointsText.x = 0; skillPointsText.y = -250; self.addChild(skillPointsText); var skills = [{ name: 'Tower Damage', description: '+5% Tower Damage', cost: 1, maxLevel: 10, effect: 'damage' }, { name: 'Gold Bonus', description: '+10% Gold Earned', cost: 1, maxLevel: 5, effect: 'gold' }, { name: 'Tower Range', description: '+3% Tower Range', cost: 2, maxLevel: 8, effect: 'range' }, { name: 'Fire Rate', description: '+4% Fire Rate', cost: 2, maxLevel: 6, effect: 'fireRate' }]; var skillButtons = []; for (var i = 0; i < skills.length; i++) { var skill = skills[i]; var button = new Container(); button.skillData = skill; button.skillIndex = i; var buttonBg = button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 400; buttonBg.height = 200; buttonBg.tint = 0x34495E; var nameText = new Text2(skill.name, { size: 40, fill: 0xFFFFFF, weight: 800 }); nameText.anchor.set(0.5, 0.5); nameText.y = -50; button.addChild(nameText); var descText = new Text2(skill.description, { size: 30, fill: 0xECF0F1, weight: 400 }); descText.anchor.set(0.5, 0.5); descText.y = -10; button.addChild(descText); var levelText = new Text2('Level: 0/' + skill.maxLevel, { size: 35, fill: 0xF39C12, weight: 600 }); levelText.anchor.set(0.5, 0.5); levelText.y = 30; button.addChild(levelText); var costText = new Text2('Cost: ' + skill.cost, { size: 30, fill: 0xE74C3C, weight: 600 }); costText.anchor.set(0.5, 0.5); costText.y = 65; button.addChild(costText); button.nameText = nameText; button.levelText = levelText; button.costText = costText; button.buttonBg = buttonBg; button.x = i % 2 * 450 - 225; button.y = Math.floor(i / 2) * 220 - 80; button.down = function (x, y, obj) { var skillIndex = obj.skillIndex; var skill = obj.skillData; var currentLevel = playerData.skillLevels[skillIndex] || 0; if (currentLevel >= skill.maxLevel) { return; } if (playerData.skillPoints >= skill.cost) { LK.getSound('ui_click').play(); playerData.skillPoints -= skill.cost; playerData.skillLevels[skillIndex] = currentLevel + 1; // Update display self.updateSkillDisplay(); // Apply skill effects to existing towers self.applySkillEffects(); } }; self.addChild(button); skillButtons.push(button); } var closeButton = new Container(); var closeBg = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBg.width = 80; closeBg.height = 80; closeBg.tint = 0xE74C3C; var closeText = new Text2('X', { size: 50, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = 850; closeButton.y = -350; closeButton.down = function () { LK.getSound('ui_click').play(); self.hide(); }; self.addChild(closeButton); self.updateSkillDisplay = function () { skillPointsText.setText('Skill Points: ' + playerData.skillPoints); for (var i = 0; i < skillButtons.length; i++) { var button = skillButtons[i]; var skill = skills[i]; var currentLevel = playerData.skillLevels[i] || 0; button.levelText.setText('Level: ' + currentLevel + '/' + skill.maxLevel); if (currentLevel >= skill.maxLevel) { button.buttonBg.tint = 0x27AE60; button.costText.setText('MAX LEVEL'); } else if (playerData.skillPoints >= skill.cost) { button.buttonBg.tint = 0x3498DB; button.costText.setText('Cost: ' + skill.cost); } else { button.buttonBg.tint = 0x7F8C8D; button.costText.setText('Cost: ' + skill.cost); } } }; self.applySkillEffects = function () { // Apply passive bonuses to all existing towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; self.applySkillsToTower(tower); } }; self.applySkillsToTower = function (tower) { if (!tower.baseStats) { tower.baseStats = { damage: tower.damage, fireRate: tower.fireRate, range: tower.getRange() }; } var damageLevel = playerData.skillLevels[0] || 0; var rangeLevel = playerData.skillLevels[2] || 0; var fireRateLevel = playerData.skillLevels[3] || 0; tower.damage = Math.floor(tower.baseStats.damage * (1 + damageLevel * 0.05)); tower.fireRate = Math.floor(tower.baseStats.fireRate * (1 - fireRateLevel * 0.04)); tower.refreshCellsInRange(); }; self.show = function () { self.visible = true; self.updateSkillDisplay(); tween(self, { y: 2732 / 2 }, { duration: 300, easing: tween.backOut }); }; self.hide = function () { tween(self, { y: 2732 + 400 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.visible = false; } }); }; return self; }); var SourceTower = Container.expand(function (towerType) { var self = Container.call(this); self.towerType = towerType || 'laser'; // Create tower asset based on tower type var towerAsset = self.towerType + '_tower'; var baseGraphics = self.attachAsset(towerAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); var towerCost = getTowerCost(self.towerType); // Add tower type label only var typeLabel = new Text2(self.towerType.charAt(0).toUpperCase() + self.towerType.slice(1), { size: 40, fill: 0xFFFFFF, weight: 800 }); typeLabel.anchor.set(0.5, 0.5); typeLabel.y = 0; // Center the text self.addChild(typeLabel); self.update = function () { // Check if player can afford this tower var canAfford = gold >= getTowerCost(self.towerType); // Set opacity based on affordability self.alpha = canAfford ? 1 : 0.5; }; return self; }); var StartingBonusPanel = Container.expand(function () { var self = Container.call(this); self.x = 2048 / 2; self.y = 2732 / 2; self.visible = true; var panelBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBackground.width = 1800; panelBackground.height = 1200; panelBackground.tint = 0x2C3E50; panelBackground.alpha = 0.95; var titleText = new Text2('Choose Your Starting Bonus', { size: 80, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0.5); titleText.x = 0; titleText.y = -450; self.addChild(titleText); var bonuses = [{ name: 'Extra Gold', description: '+20 Starting Gold', effect: 'gold', value: 20 }, { name: 'Free Tower', description: 'First Tower is Free', effect: 'freeTower', value: 1 }, { name: 'Extra Life', description: '+5 Starting Lives', effect: 'lives', value: 5 }]; var bonusButtons = []; for (var i = 0; i < bonuses.length; i++) { var bonus = bonuses[i]; var button = new Container(); button.bonusData = bonus; var buttonBg = button.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBg.width = 500; buttonBg.height = 300; buttonBg.tint = 0x3498DB; var nameText = new Text2(bonus.name, { size: 55, fill: 0xFFFFFF, weight: 800 }); nameText.anchor.set(0.5, 0.5); nameText.y = -50; button.addChild(nameText); var descText = new Text2(bonus.description, { size: 40, fill: 0xECF0F1, weight: 400 }); descText.anchor.set(0.5, 0.5); descText.y = 50; button.addChild(descText); button.x = (i - 1) * 550; button.y = -100; button.down = function (x, y, obj) { LK.getSound('ui_click').play(); // Apply the selected bonus var selectedBonus = obj.bonusData; switch (selectedBonus.effect) { case 'gold': setGold(gold + selectedBonus.value); break; case 'freeTower': playerData.freeTowerUsed = false; break; case 'lives': lives += selectedBonus.value; updateUI(); break; } // Store selection playerData.selectedStartingBonus = selectedBonus.effect; // Hide panel self.visible = false; self.destroy(); }; self.addChild(button); bonusButtons.push(button); } return self; }); var Tower = Container.expand(function (id) { var self = Container.call(this); self.id = id || 'laser'; self.level = 1; self.maxLevel = 6; self.gridX = 0; self.gridY = 0; self.range = 3 * CELL_SIZE; // Standardized method to get the current range of the tower self.getRange = function () { // Always calculate range based on tower type and level switch (self.id) { case 'laser': // Laser: base 4, +0.6 per level return (4 + (self.level - 1) * 0.6) * CELL_SIZE; case 'ice': // Ice: base 3, +0.4 per level return (3 + (self.level - 1) * 0.4) * CELL_SIZE; case 'missile': // Missile: base 5, +0.7 per level return (5 + (self.level - 1) * 0.7) * CELL_SIZE; case 'lightning': // Lightning: base 2.5, +0.3 per level return (2.5 + (self.level - 1) * 0.3) * CELL_SIZE; case 'cannon': // Cannon: base 3.5, +0.5 per level return (3.5 + (self.level - 1) * 0.5) * CELL_SIZE; case 'tesla': // Tesla: base 2.8, +0.4 per level return (2.8 + (self.level - 1) * 0.4) * CELL_SIZE; default: // Default to laser stats return (4 + (self.level - 1) * 0.6) * CELL_SIZE; } }; self.cellsInRange = []; self.fireRate = 60; self.bulletSpeed = 5; self.damage = 10; self.lastFired = 0; self.targetEnemy = null; switch (self.id) { case 'laser': self.fireRate = 45; self.damage = 12; self.bulletSpeed = 8; break; case 'ice': self.fireRate = 70; self.damage = 8; self.bulletSpeed = 4; break; case 'missile': self.fireRate = 90; self.damage = 20; self.bulletSpeed = 6; break; case 'lightning': self.fireRate = 30; self.damage = 6; self.bulletSpeed = 12; break; case 'cannon': self.fireRate = 80; self.damage = 18; self.bulletSpeed = 5; break; case 'tesla': self.fireRate = 40; self.damage = 10; self.bulletSpeed = 10; break; } // Create tower asset based on tower type var towerAsset = self.id + '_tower'; var baseGraphics = self.attachAsset(towerAsset, { anchorX: 0.5, anchorY: 0.5 }); var levelIndicators = []; var maxDots = self.maxLevel; var dotSpacing = baseGraphics.width / (maxDots + 1); var dotSize = CELL_SIZE / 6; for (var i = 0; i < maxDots; i++) { var dot = new Container(); var outlineCircle = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); outlineCircle.width = dotSize + 4; outlineCircle.height = dotSize + 4; outlineCircle.tint = 0x2F4F2F; // Dark olive green for turtle theme var towerLevelIndicator = dot.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); towerLevelIndicator.width = dotSize; towerLevelIndicator.height = dotSize; towerLevelIndicator.tint = 0x90EE90; // Light green for turtle theme dot.x = -CELL_SIZE + dotSpacing * (i + 1); dot.y = CELL_SIZE * 0.7; self.addChild(dot); levelIndicators.push(dot); } var gunContainer = new Container(); self.addChild(gunContainer); var gunGraphics = gunContainer.attachAsset('gun_barrel', { anchorX: 0.5, anchorY: 0.5 }); // Color gun based on tower type switch (self.id) { case 'laser': gunGraphics.tint = 0xFF0080; break; case 'ice': gunGraphics.tint = 0x00FFFF; break; case 'missile': gunGraphics.tint = 0x808080; break; case 'lightning': gunGraphics.tint = 0xFFFF00; break; case 'cannon': gunGraphics.tint = 0x8B4513; break; case 'tesla': gunGraphics.tint = 0x9932CC; break; default: gunGraphics.tint = 0xFF0080; } self.updateLevelIndicators = function () { for (var i = 0; i < maxDots; i++) { var dot = levelIndicators[i]; var towerLevelIndicator = dot.children[1]; if (i < self.level) { towerLevelIndicator.tint = 0xFFD700; // Gold for active turtle levels } else { switch (self.id) { case 'laser': towerLevelIndicator.tint = 0xFF0080; // Pink laser break; case 'ice': towerLevelIndicator.tint = 0x00FFFF; // Cyan ice break; case 'missile': towerLevelIndicator.tint = 0x808080; // Gray missile break; case 'lightning': towerLevelIndicator.tint = 0xFFFF00; // Yellow lightning break; case 'cannon': towerLevelIndicator.tint = 0x8B4513; // Brown cannon break; case 'tesla': towerLevelIndicator.tint = 0x9932CC; // Purple tesla break; default: towerLevelIndicator.tint = 0xFF0080; // Default to laser } } } }; self.updateLevelIndicators(); // Initialize idle animation properties self.idleAnimationActive = false; self.upgradeAnimationActive = false; // Start idle animation based on tower type self.startIdleAnimation = function () { if (self.idleAnimationActive || self.upgradeAnimationActive) return; self.idleAnimationActive = true; switch (self.id) { case 'laser': // Subtle sway and flickering lights for laser towers var _swayTween = function swayTween() { if (!self.idleAnimationActive) return; tween(baseGraphics, { rotation: baseGraphics.rotation + (Math.random() - 0.5) * 0.1 }, { duration: 2000 + Math.random() * 1000, easing: tween.easeInOut, onFinish: _swayTween }); }; _swayTween(); // Flickering light effect var _flickerTween = function flickerTween() { if (!self.idleAnimationActive) return; tween(baseGraphics, { alpha: 0.8 + Math.random() * 0.2 }, { duration: 300 + Math.random() * 200, easing: tween.linear, onFinish: _flickerTween }); }; _flickerTween(); break; case 'ice': // Gentle pulsing for ice towers var _pulseTween = function pulseTween() { if (!self.idleAnimationActive) return; tween(baseGraphics, { scaleX: 1.02, scaleY: 1.02 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.idleAnimationActive) return; tween(baseGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1500, easing: tween.easeInOut, onFinish: _pulseTween }); } }); }; _pulseTween(); break; case 'tesla': // Electric crackling effect var crackleOffset = 0; var _crackleTween = function crackleTween() { if (!self.idleAnimationActive) return; crackleOffset += (Math.random() - 0.5) * 0.05; tween(baseGraphics, { x: crackleOffset, y: crackleOffset * 0.5 }, { duration: 100 + Math.random() * 100, easing: tween.linear, onFinish: _crackleTween }); }; _crackleTween(); break; default: // Default subtle breathing animation var _breatheTween = function breatheTween() { if (!self.idleAnimationActive) return; tween(baseGraphics, { scaleX: 1.01, scaleY: 1.01 }, { duration: 2000, easing: tween.easeInOut, onFinish: function onFinish() { if (!self.idleAnimationActive) return; tween(baseGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 2000, easing: tween.easeInOut, onFinish: _breatheTween }); } }); }; _breatheTween(); } }; // Stop idle animation self.stopIdleAnimation = function () { self.idleAnimationActive = false; tween.stop(baseGraphics, { rotation: true, alpha: true, scaleX: true, scaleY: true, x: true, y: true }); // Reset to default state baseGraphics.rotation = 0; baseGraphics.alpha = 1; baseGraphics.scaleX = 1; baseGraphics.scaleY = 1; baseGraphics.x = 0; baseGraphics.y = 0; }; // Start idle animation immediately self.startIdleAnimation(); self.refreshCellsInRange = function () { for (var i = 0; i < self.cellsInRange.length; i++) { var cell = self.cellsInRange[i]; var towerIndex = cell.towersInRange.indexOf(self); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } self.cellsInRange = []; var rangeRadius = self.getRange() / CELL_SIZE; var centerX = self.gridX + 1; var centerY = self.gridY + 1; var minI = Math.floor(centerX - rangeRadius - 0.5); var maxI = Math.ceil(centerX + rangeRadius + 0.5); var minJ = Math.floor(centerY - rangeRadius - 0.5); var maxJ = Math.ceil(centerY + rangeRadius + 0.5); for (var i = minI; i <= maxI; i++) { for (var j = minJ; j <= maxJ; j++) { var closestX = Math.max(i, Math.min(centerX, i + 1)); var closestY = Math.max(j, Math.min(centerY, j + 1)); var deltaX = closestX - centerX; var deltaY = closestY - centerY; var distanceSquared = deltaX * deltaX + deltaY * deltaY; if (distanceSquared <= rangeRadius * rangeRadius) { var cell = grid.getCell(i, j); if (cell) { self.cellsInRange.push(cell); cell.towersInRange.push(self); } } } } grid.renderDebug(); }; self.getTotalValue = function () { var baseTowerCost = getTowerCost(self.id); var totalInvestment = baseTowerCost; var baseUpgradeCost = baseTowerCost; // Upgrade cost now scales with base tower cost for (var i = 1; i < self.level; i++) { totalInvestment += Math.floor(baseUpgradeCost * Math.pow(2, i - 1)); } return totalInvestment; }; self.upgrade = function () { if (self.level < self.maxLevel) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.id); var upgradeCost; // Make last upgrade level extra expensive if (self.level === self.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1) * 3.5 / 2); // Half the cost for final upgrade } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.level - 1)); } if (gold >= upgradeCost) { setGold(gold - upgradeCost); self.level++; // No need to update self.range here; getRange() is now the source of truth // Apply tower-specific upgrades based on type if (self.id === 'rapid') { if (self.level === self.maxLevel) { // Extra powerful last upgrade (double the effect) self.fireRate = Math.max(4, 30 - self.level * 9); // double the effect self.damage = 5 + self.level * 10; // double the effect self.bulletSpeed = 7 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(15, 30 - self.level * 3); // Fast tower gets faster with upgrades self.damage = 5 + self.level * 3; self.bulletSpeed = 7 + self.level * 0.7; } } else { if (self.level === self.maxLevel) { // Extra powerful last upgrade for all other towers (double the effect) self.fireRate = Math.max(5, 60 - self.level * 24); // double the effect self.damage = 10 + self.level * 20; // double the effect self.bulletSpeed = 5 + self.level * 2.4; // double the effect } else { self.fireRate = Math.max(20, 60 - self.level * 8); self.damage = 10 + self.level * 5; self.bulletSpeed = 5 + self.level * 0.5; } } self.refreshCellsInRange(); self.updateLevelIndicators(); // Play upgrade animation self.upgradeAnimationActive = true; self.stopIdleAnimation(); // Glow effect and transformation animation tween(baseGraphics, { scaleX: 1.3, scaleY: 1.3, alpha: 1.5 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Bright flash tween(baseGraphics, { alpha: 2.0 }, { duration: 100, easing: tween.linear, onFinish: function onFinish() { // Return to normal with power glow tween(baseGraphics, { scaleX: 1.05, scaleY: 1.05, alpha: 1.0 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { // Final settle tween(baseGraphics, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.upgradeAnimationActive = false; self.startIdleAnimation(); } }); } }); } }); } }); // Add particle burst effect around the tower var upgradeEffect = new Container(); game.addChild(upgradeEffect); upgradeEffect.x = self.x; upgradeEffect.y = self.y; // Create multiple expanding rings for upgrade effect for (var ring = 0; ring < 3; ring++) { var ringContainer = new Container(); upgradeEffect.addChild(ringContainer); var ringGraphics = ringContainer.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); ringGraphics.width = ringGraphics.height = CELL_SIZE * 0.5; ringGraphics.alpha = 0.8; // Different colors based on tower type switch (self.id) { case 'laser': ringGraphics.tint = 0xFF0080; break; case 'ice': ringGraphics.tint = 0x00FFFF; break; case 'missile': ringGraphics.tint = 0x808080; break; case 'lightning': ringGraphics.tint = 0xFFFF00; break; case 'cannon': ringGraphics.tint = 0x8B4513; break; case 'tesla': ringGraphics.tint = 0x9932CC; break; default: ringGraphics.tint = 0xFFD700; } // Stagger the ring animations LK.setTimeout(function () { tween(ringContainer, { alpha: 0, scaleX: 4, scaleY: 4 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { upgradeEffect.removeChild(ringContainer); if (upgradeEffect.children.length === 0) { upgradeEffect.destroy(); } } }); }, ring * 150); } if (self.level > 1) { var levelDot = levelIndicators[self.level - 1].children[1]; tween(levelDot, { scaleX: 1.5, scaleY: 1.5 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { tween(levelDot, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); } }); } return true; } else { var notification = game.addChild(new Notification("Not enough gold to upgrade!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } return false; }; self.findTarget = function () { var closestEnemy = null; var closestScore = Infinity; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Check if enemy is in range if (distance <= self.getRange()) { // Handle flying enemies differently - they can be targeted regardless of path if (enemy.isFlying) { // For flying enemies, prioritize by distance to the goal if (enemy.flyingTarget) { var goalX = enemy.flyingTarget.x; var goalY = enemy.flyingTarget.y; var distToGoal = Math.sqrt((goalX - enemy.cellX) * (goalX - enemy.cellX) + (goalY - enemy.cellY) * (goalY - enemy.cellY)); // Use distance to goal as score if (distToGoal < closestScore) { closestScore = distToGoal; closestEnemy = enemy; } } else { // If no flying target yet (shouldn't happen), prioritize by distance to tower if (distance < closestScore) { closestScore = distance; closestEnemy = enemy; } } } else { // For ground enemies, use the original path-based targeting // Get the cell for this enemy var cell = grid.getCell(enemy.cellX, enemy.cellY); if (cell && cell.pathId === pathId) { // Use the cell's score (distance to exit) for prioritization // Lower score means closer to exit if (cell.score < closestScore) { closestScore = cell.score; closestEnemy = enemy; } } } } } if (!closestEnemy) { self.targetEnemy = null; } return closestEnemy; }; self.update = function () { self.targetEnemy = self.findTarget(); if (self.targetEnemy) { var dx = self.targetEnemy.x - self.x; var dy = self.targetEnemy.y - self.y; var angle = Math.atan2(dy, dx); gunContainer.rotation = angle; // Make the tower base also rotate to face the target baseGraphics.rotation = angle; if (LK.ticks - self.lastFired >= self.fireRate) { self.fire(); self.lastFired = LK.ticks; } } }; self.down = function (x, y, obj) { // Play tower selection sound LK.getSound('ui_select').play(); var existingMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); var hasOwnMenu = false; var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self) { rangeCircle = game.children[i]; break; } } for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hasOwnMenu = true; break; } } if (hasOwnMenu) { for (var i = 0; i < existingMenus.length; i++) { if (existingMenus[i].tower === self) { hideUpgradeMenu(existingMenus[i]); } } if (rangeCircle) { game.removeChild(rangeCircle); } selectedTower = null; grid.renderDebug(); return; } for (var i = 0; i < existingMenus.length; i++) { existingMenus[i].destroy(); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = self; var rangeIndicator = new Container(); rangeIndicator.isTowerRange = true; rangeIndicator.tower = self; game.addChild(rangeIndicator); rangeIndicator.x = self.x; rangeIndicator.y = self.y; var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.getRange() * 2; rangeGraphics.alpha = 0.25; rangeGraphics.tint = 0x74B9FF; var upgradeMenu = new UpgradeMenu(self); game.addChild(upgradeMenu); upgradeMenu.x = 2048 / 2; tween(upgradeMenu, { y: 2732 - 225 }, { duration: 200, easing: tween.backOut }); // Add detailed tower information panel var towerInfoPanel = new TowerInfoPanel(self); game.addChild(towerInfoPanel); towerInfoPanel.x = 2048 / 2; tween(towerInfoPanel, { y: 2732 - 650 }, { duration: 250, easing: tween.backOut }); grid.renderDebug(); }; self.isInRange = function (enemy) { if (!enemy) { return false; } var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); return distance <= self.getRange(); }; self.fire = function () { if (self.targetEnemy) { var potentialDamage = 0; for (var i = 0; i < self.targetEnemy.bulletsTargetingThis.length; i++) { potentialDamage += self.targetEnemy.bulletsTargetingThis[i].damage; } if (self.targetEnemy.health > potentialDamage) { var bulletX = self.x + Math.cos(gunContainer.rotation) * 40; var bulletY = self.y + Math.sin(gunContainer.rotation) * 40; var bullet = new Bullet(bulletX, bulletY, self.targetEnemy, self.damage, self.bulletSpeed); // Set bullet type based on tower type bullet.type = self.id; // Customize bullet appearance based on tower type switch (self.id) { case 'laser': bullet.children[0].tint = 0xFF0080; bullet.children[0].width = 25; bullet.children[0].height = 25; break; case 'ice': bullet.children[0].tint = 0x00FFFF; bullet.children[0].width = 30; bullet.children[0].height = 30; break; case 'missile': bullet.children[0].tint = 0x808080; bullet.children[0].width = 35; bullet.children[0].height = 35; break; case 'lightning': bullet.children[0].tint = 0xFFFF00; bullet.children[0].width = 20; bullet.children[0].height = 20; break; case 'cannon': bullet.children[0].tint = 0x8B4513; bullet.children[0].width = 40; bullet.children[0].height = 40; break; case 'tesla': bullet.children[0].tint = 0x9932CC; bullet.children[0].width = 25; bullet.children[0].height = 25; break; } game.addChild(bullet); bullets.push(bullet); self.targetEnemy.bulletsTargetingThis.push(bullet); // Play shooting sound effect based on tower type var soundId = self.id + '_shoot'; LK.getSound(soundId).play(); // Create muzzle flash effect at firing position var muzzleFlash = new Container(); game.addChild(muzzleFlash); muzzleFlash.x = bulletX; muzzleFlash.y = bulletY; var flashGraphics = muzzleFlash.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); // Customize muzzle flash based on tower type switch (self.id) { case 'laser': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.4; flashGraphics.tint = 0xFF0080; break; case 'ice': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.3; flashGraphics.tint = 0x00FFFF; break; case 'missile': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.6; flashGraphics.tint = 0xFF4500; break; case 'lightning': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.2; flashGraphics.tint = 0xFFFF00; break; case 'cannon': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.8; flashGraphics.tint = 0xFF6600; break; case 'tesla': flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.35; flashGraphics.tint = 0x9932CC; break; default: flashGraphics.width = flashGraphics.height = CELL_SIZE * 0.4; flashGraphics.tint = 0xFFFFFF; } flashGraphics.alpha = 1; // Quick flash animation tween(muzzleFlash, { alpha: 0, scaleX: 1.8, scaleY: 1.8 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { muzzleFlash.destroy(); } }); // --- Fire recoil effect for gunContainer --- // Stop any ongoing recoil tweens before starting a new one tween.stop(gunContainer, { x: true, y: true, scaleX: true, scaleY: true }); // Always use the original resting position for recoil, never accumulate offset if (gunContainer._restX === undefined) { gunContainer._restX = 0; } if (gunContainer._restY === undefined) { gunContainer._restY = 0; } if (gunContainer._restScaleX === undefined) { gunContainer._restScaleX = 1; } if (gunContainer._restScaleY === undefined) { gunContainer._restScaleY = 1; } // Reset to resting position before animating (in case of interrupted tweens) gunContainer.x = gunContainer._restX; gunContainer.y = gunContainer._restY; gunContainer.scaleX = gunContainer._restScaleX; gunContainer.scaleY = gunContainer._restScaleY; // Calculate recoil offset (recoil back along the gun's rotation) var recoilDistance = 8; var recoilX = -Math.cos(gunContainer.rotation) * recoilDistance; var recoilY = -Math.sin(gunContainer.rotation) * recoilDistance; // Animate recoil back from the resting position tween(gunContainer, { x: gunContainer._restX + recoilX, y: gunContainer._restY + recoilY }, { duration: 60, easing: tween.cubicOut, onFinish: function onFinish() { // Animate return to original position/scale tween(gunContainer, { x: gunContainer._restX, y: gunContainer._restY }, { duration: 90, easing: tween.cubicIn }); } }); } } }; self.placeOnGrid = function (gridX, gridY) { self.gridX = gridX; self.gridY = gridY; self.x = grid.x + gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + gridY * CELL_SIZE + CELL_SIZE / 2; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 1; } } } self.refreshCellsInRange(); }; // Override destroy to clean up animations var originalDestroy = self.destroy; self.destroy = function () { self.stopIdleAnimation(); if (originalDestroy) { originalDestroy.call(self); } }; return self; }); var TowerInfoPanel = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 300; var panelBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBackground.width = 1800; panelBackground.height = 400; panelBackground.tint = 0x2C3E50; panelBackground.alpha = 0.95; // Tower name and level var titleText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower - Level ' + self.tower.level, { size: 60, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0); titleText.x = 0; titleText.y = -160; self.addChild(titleText); // Detailed stats var dpsValue = (self.tower.damage * (60 / self.tower.fireRate)).toFixed(1); var rangeValue = (self.tower.getRange() / CELL_SIZE).toFixed(1); var statsText = new Text2('DPS: ' + dpsValue + ' | Range: ' + rangeValue + ' tiles | Speed: ' + self.tower.bulletSpeed, { size: 45, fill: 0xECF0F1, weight: 400 }); statsText.anchor.set(0.5, 0); statsText.x = 0; statsText.y = -90; self.addChild(statsText); // Special abilities description var abilityText = ''; switch (self.tower.id) { case 'laser': abilityText = 'High damage, fast firing laser tower with good range'; break; case 'ice': abilityText = 'Slows enemies and applies frost effects'; break; case 'missile': abilityText = 'Heavy damage with explosive splash effect'; break; case 'lightning': abilityText = 'Fast, low damage with electrical chain effects'; break; case 'cannon': abilityText = 'Powerful impact with knockback and crater effects'; break; case 'tesla': abilityText = 'Energy discharge with electrical arc effects'; break; } var abilityDesc = new Text2(abilityText, { size: 38, fill: 0xBDC3C7, weight: 400 }); abilityDesc.anchor.set(0.5, 0); abilityDesc.x = 0; abilityDesc.y = -30; self.addChild(abilityDesc); // Bullet preview var bulletPreview = new Container(); bulletPreview.x = -600; bulletPreview.y = 50; self.addChild(bulletPreview); var previewLabel = new Text2('Bullet Preview:', { size: 35, fill: 0xFFFFFF, weight: 600 }); previewLabel.anchor.set(0.5, 0.5); previewLabel.y = -40; bulletPreview.addChild(previewLabel); // Animated bullet preview var bulletAsset = self.tower.id + '_bullet'; var bulletGraphics = bulletPreview.attachAsset(bulletAsset, { anchorX: 0.5, anchorY: 0.5 }); // Scale up the bullet for visibility bulletGraphics.scaleX = 2; bulletGraphics.scaleY = 2; // Apply tower-specific coloring switch (self.tower.id) { case 'laser': bulletGraphics.tint = 0xFF0080; break; case 'ice': bulletGraphics.tint = 0x00FFFF; break; case 'missile': bulletGraphics.tint = 0x808080; break; case 'lightning': bulletGraphics.tint = 0xFFFF00; break; case 'cannon': bulletGraphics.tint = 0x8B4513; break; case 'tesla': bulletGraphics.tint = 0x9932CC; break; } // Animate the bullet preview var _animateBullet = function animateBullet() { tween(bulletGraphics, { rotation: bulletGraphics.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: _animateBullet }); }; _animateBullet(); // Upgrade cost preview (right side) if (self.tower.level < self.tower.maxLevel) { var upgradePreview = new Container(); upgradePreview.x = 600; upgradePreview.y = 50; self.addChild(upgradePreview); var upgradeLabel = new Text2('Next Upgrade:', { size: 35, fill: 0xFFFFFF, weight: 600 }); upgradeLabel.anchor.set(0.5, 0.5); upgradeLabel.y = -40; upgradePreview.addChild(upgradeLabel); // Calculate next level stats var nextDamage = self.tower.damage + 5; var nextFireRate = Math.max(20, self.tower.fireRate - 8); var nextDPS = (nextDamage * (60 / nextFireRate)).toFixed(1); var nextRange = ((self.tower.getRange() + CELL_SIZE * 0.5) / CELL_SIZE).toFixed(1); var upgradeStatsText = new Text2('DPS: ' + nextDPS + ' | Range: ' + nextRange + ' tiles', { size: 32, fill: 0x2ECC71, weight: 400 }); upgradeStatsText.anchor.set(0.5, 0.5); upgradeStatsText.y = 10; upgradePreview.addChild(upgradeStatsText); } self.updateStats = function () { var dpsValue = (self.tower.damage * (60 / self.tower.fireRate)).toFixed(1); var rangeValue = (self.tower.getRange() / CELL_SIZE).toFixed(1); titleText.setText(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower - Level ' + self.tower.level); statsText.setText('DPS: ' + dpsValue + ' | Range: ' + rangeValue + ' tiles | Speed: ' + self.tower.bulletSpeed); }; return self; }); var TowerPreview = Container.expand(function () { var self = Container.call(this); var towerRange = 3; var rangeInPixels = towerRange * CELL_SIZE; self.towerType = 'default'; self.hasEnoughGold = true; var rangeIndicator = new Container(); self.addChild(rangeIndicator); var rangeGraphics = rangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.alpha = 0.3; var previewGraphics = self.attachAsset('towerpreview', { anchorX: 0.5, anchorY: 0.5 }); previewGraphics.width = CELL_SIZE * 2; previewGraphics.height = CELL_SIZE * 2; self.canPlace = false; self.gridX = 0; self.gridY = 0; self.blockedByEnemy = false; self.update = function () { var previousHasEnoughGold = self.hasEnoughGold; self.hasEnoughGold = gold >= getTowerCost(self.towerType); // Only update appearance if the affordability status has changed if (previousHasEnoughGold !== self.hasEnoughGold) { self.updateAppearance(); } }; self.updateAppearance = function () { // Use Tower class to get the source of truth for range var tempTower = new Tower(self.towerType); var previewRange = tempTower.getRange(); // Clean up tempTower to avoid memory leaks if (tempTower && tempTower.destroy) { tempTower.destroy(); } // Set range indicator using unified range logic rangeGraphics.width = rangeGraphics.height = previewRange * 2; // Use single tower asset for preview var previewAsset = 'towerpreview'; // Use existing preview asset // Update the preview graphics appearance previewGraphics.tint = 0xFFFFFF; // Keep white tint as base if (!self.canPlace || !self.hasEnoughGold) { previewGraphics.tint = 0xFF0000; previewGraphics.alpha = 0.6; } else { previewGraphics.alpha = 0.8; } }; self.updatePlacementStatus = function () { var validGridPlacement = true; if (self.gridY <= 4 || self.gridY + 1 >= grid.cells[0].length - 4) { validGridPlacement = false; } else { for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(self.gridX + i, self.gridY + j); // Allow towers to be placed on walls (type 1) but not on paths (type 0), spawns (type 2), or goals (type 3) if (!cell || cell.type === 0 || cell.type === 2 || cell.type === 3) { validGridPlacement = false; break; } } if (!validGridPlacement) { break; } } } self.blockedByEnemy = false; if (validGridPlacement) { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.currentCellY < 4) { continue; } // Only check non-flying enemies, flying enemies can pass over towers if (!enemy.isFlying) { if (enemy.cellX >= self.gridX && enemy.cellX < self.gridX + 2 && enemy.cellY >= self.gridY && enemy.cellY < self.gridY + 2) { self.blockedByEnemy = true; break; } if (enemy.currentTarget) { var targetX = enemy.currentTarget.x; var targetY = enemy.currentTarget.y; if (targetX >= self.gridX && targetX < self.gridX + 2 && targetY >= self.gridY && targetY < self.gridY + 2) { self.blockedByEnemy = true; break; } } } } } self.canPlace = validGridPlacement && !self.blockedByEnemy; self.hasEnoughGold = gold >= getTowerCost(self.towerType); self.updateAppearance(); }; self.checkPlacement = function () { self.updatePlacementStatus(); }; self.snapToGrid = function (x, y) { var gridPosX = x - grid.x; var gridPosY = y - grid.y; self.gridX = Math.floor(gridPosX / CELL_SIZE); self.gridY = Math.floor(gridPosY / CELL_SIZE); self.x = grid.x + self.gridX * CELL_SIZE + CELL_SIZE / 2; self.y = grid.y + self.gridY * CELL_SIZE + CELL_SIZE / 2; self.checkPlacement(); }; return self; }); var UpgradeMenu = Container.expand(function (tower) { var self = Container.call(this); self.tower = tower; self.y = 2732 + 225; var menuBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); menuBackground.width = 2048; menuBackground.height = 500; menuBackground.tint = 0x444444; menuBackground.alpha = 0.9; var towerTypeText = new Text2(self.tower.id.charAt(0).toUpperCase() + self.tower.id.slice(1) + ' Tower', { size: 60, fill: 0xFFFFFF, weight: 800 }); towerTypeText.anchor.set(0, 0); towerTypeText.x = -700; towerTypeText.y = -120; self.addChild(towerTypeText); var statsText = new Text2('Lvl ' + self.tower.level + '/' + self.tower.maxLevel + ' | Dmg: ' + self.tower.damage + ' | Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s', { size: 50, fill: 0xFFFFFF, weight: 400 }); statsText.anchor.set(0, 0.5); statsText.x = -700; statsText.y = -40; self.addChild(statsText); var buttonsContainer = new Container(); buttonsContainer.x = 500; self.addChild(buttonsContainer); var upgradeButton = new Container(); buttonsContainer.addChild(upgradeButton); var buttonBackground = upgradeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); buttonBackground.width = 500; buttonBackground.height = 150; var isMaxLevel = self.tower.level >= self.tower.maxLevel; // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var upgradeCost; if (isMaxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } buttonBackground.tint = isMaxLevel ? 0x888888 : gold >= upgradeCost ? 0x00AA00 : 0x888888; var buttonText = new Text2(isMaxLevel ? 'Max Level' : 'Upgrade: ' + upgradeCost, { size: 50, fill: 0xFFFFFF, weight: 800 }); buttonText.anchor.set(0.5, 0.5); upgradeButton.addChild(buttonText); var sellButton = new Container(); buttonsContainer.addChild(sellButton); var sellButtonBackground = sellButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); sellButtonBackground.width = 500; sellButtonBackground.height = 150; sellButtonBackground.tint = 0xCC0000; var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); var sellButtonText = new Text2('Sell: +' + sellValue, { size: 50, fill: 0xFFFFFF, weight: 800 }); sellButtonText.anchor.set(0.5, 0.5); sellButton.addChild(sellButtonText); upgradeButton.y = -85; sellButton.y = 85; var closeButton = new Container(); self.addChild(closeButton); var closeBackground = closeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); closeBackground.width = 90; closeBackground.height = 90; closeBackground.tint = 0xAA0000; var closeText = new Text2('X', { size: 68, fill: 0xFFFFFF, weight: 800 }); closeText.anchor.set(0.5, 0.5); closeButton.addChild(closeText); closeButton.x = menuBackground.width / 2 - 57; closeButton.y = -menuBackground.height / 2 + 57; upgradeButton.down = function (x, y, obj) { // Play UI click sound LK.getSound('ui_click').play(); if (self.tower.level >= self.tower.maxLevel) { var notification = game.addChild(new Notification("Tower is already at max level!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return; } if (self.tower.upgrade()) { // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); if (self.tower.level >= self.tower.maxLevel) { upgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { upgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } statsText.setText('Lvl ' + self.tower.level + '/' + self.tower.maxLevel + ' | Dmg: ' + self.tower.damage + ' | Rate: ' + (60 / self.tower.fireRate).toFixed(1) + '/s'); buttonText.setText('Upgrade: ' + upgradeCost); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = Math.floor(totalInvestment * 0.6); sellButtonText.setText('Sell: +' + sellValue); if (self.tower.level >= self.tower.maxLevel) { buttonBackground.tint = 0x888888; buttonText.setText('Max Level'); } var rangeCircle = null; for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { rangeCircle = game.children[i]; break; } } if (rangeCircle) { var rangeGraphics = rangeCircle.children[0]; rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; } else { var newRangeIndicator = new Container(); newRangeIndicator.isTowerRange = true; newRangeIndicator.tower = self.tower; game.addChildAt(newRangeIndicator, 0); newRangeIndicator.x = self.tower.x; newRangeIndicator.y = self.tower.y; var rangeGraphics = newRangeIndicator.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); rangeGraphics.width = rangeGraphics.height = self.tower.getRange() * 2; rangeGraphics.alpha = 0.3; } tween(self, { scaleX: 1.05, scaleY: 1.05 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } }; sellButton.down = function (x, y, obj) { // Play UI click sound LK.getSound('ui_click').play(); var totalInvestment = self.tower.getTotalValue ? self.tower.getTotalValue() : 0; var sellValue = getTowerSellValue(totalInvestment); setGold(gold + sellValue); var notification = game.addChild(new Notification("Tower sold for " + sellValue + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; var gridX = self.tower.gridX; var gridY = self.tower.gridY; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cell.type = 0; var towerIndex = cell.towersInRange.indexOf(self.tower); if (towerIndex !== -1) { cell.towersInRange.splice(towerIndex, 1); } } } } // Stop any ongoing animations before destroying tower if (self.tower.stopIdleAnimation) { self.tower.stopIdleAnimation(); } if (selectedTower === self.tower) { selectedTower = null; } var towerIndex = towers.indexOf(self.tower); if (towerIndex !== -1) { towers.splice(towerIndex, 1); } towerLayer.removeChild(self.tower); grid.pathFind(); grid.renderDebug(); self.destroy(); for (var i = 0; i < game.children.length; i++) { if (game.children[i].isTowerRange && game.children[i].tower === self.tower) { game.removeChild(game.children[i]); break; } } }; closeButton.down = function (x, y, obj) { // Play UI click sound LK.getSound('ui_click').play(); hideUpgradeMenu(self); selectedTower = null; grid.renderDebug(); }; self.update = function () { if (self.tower.level >= self.tower.maxLevel) { if (buttonText.text !== 'Max Level') { buttonText.setText('Max Level'); buttonBackground.tint = 0x888888; } return; } // Exponential upgrade cost: base cost * (2 ^ (level-1)), scaled by tower base cost var baseUpgradeCost = getTowerCost(self.tower.id); var currentUpgradeCost; if (self.tower.level >= self.tower.maxLevel) { currentUpgradeCost = 0; } else if (self.tower.level === self.tower.maxLevel - 1) { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1) * 3.5 / 2); } else { currentUpgradeCost = Math.floor(baseUpgradeCost * Math.pow(2, self.tower.level - 1)); } var canAfford = gold >= currentUpgradeCost; buttonBackground.tint = canAfford ? 0x00AA00 : 0x888888; var newText = 'Upgrade: ' + currentUpgradeCost; if (buttonText.text !== newText) { buttonText.setText(newText); } }; return self; }); var WaveAlert = Container.expand(function (waveNumber, waveType, enemyCount) { var self = Container.call(this); // Create alert background var alertBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); alertBackground.width = 1200; alertBackground.height = 200; alertBackground.tint = 0xFF4444; // Red alert color // Create wave number text var waveText = new Text2("WAVE " + waveNumber, { size: 80, fill: 0xFFFFFF, weight: 800 }); waveText.anchor.set(0.5, 0.5); waveText.y = -30; self.addChild(waveText); // Create wave type and enemy count text var typeText = new Text2(waveType + " - " + enemyCount + " ENEMIES", { size: 50, fill: 0xFFFFFF, weight: 600 }); typeText.anchor.set(0.5, 0.5); typeText.y = 30; self.addChild(typeText); // Start off-screen self.x = 2048 / 2; self.y = -200; self.alpha = 0; self.scaleX = 0.5; self.scaleY = 0.5; // Play wave alert sound LK.getSound('wave_alert').play(); // Animate entrance tween(self, { y: 400, alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.backOut, onFinish: function onFinish() { // Scale down slightly and hold tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { // Hold for a moment then fade out LK.setTimeout(function () { tween(self, { y: 200, alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 400, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); } }); }, 1500); } }); } }); return self; }); var WaveIndicator = Container.expand(function () { var self = Container.call(this); self.gameStarted = false; self.waveMarkers = []; self.waveTypes = []; self.enemyCounts = []; self.indicatorWidth = 0; self.lastBossType = null; // Track the last boss type to avoid repeating var blockWidth = 400; var totalBlocksWidth = blockWidth * totalWaves; var startMarker = new Container(); var startBlock = startMarker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); startBlock.width = blockWidth - 10; startBlock.height = 70 * 2; startBlock.tint = 0x00AA00; var startText = new Text2("Start Game", { size: 50, fill: 0xFFFFFF, weight: 800 }); startText.anchor.set(0.5, 0.5); startMarker.addChild(startText); startMarker.x = -self.indicatorWidth; self.addChild(startMarker); self.waveMarkers.push(startMarker); startMarker.down = function () { if (!self.gameStarted) { self.gameStarted = true; currentWave = 0; waveTimer = nextWaveTime; startBlock.tint = 0x00FF00; startText.setText("Started!"); var notification = game.addChild(new Notification("Game started! Wave 1 incoming!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } }; for (var i = 0; i < totalWaves; i++) { var marker = new Container(); var block = marker.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); block.width = blockWidth - 10; block.height = 70 * 2; // --- Begin new unified wave logic --- var waveType = "normal"; var enemyType = "normal"; var enemyCount = 10; var isBossWave = (i + 1) % 10 === 0; // Ensure all types appear in early waves if (i === 0) { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } else if (i === 1) { block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if (i === 2) { block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if (i === 3) { block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if (i === 4) { block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else if (isBossWave) { // Boss waves: cycle through all boss types, last boss is always flying var bossTypes = ['normal', 'fast', 'immune', 'flying']; var bossTypeIndex = Math.floor((i + 1) / 10) - 1; if (i === totalWaves - 1) { // Last boss is always flying enemyType = 'flying'; waveType = "Boss Flying"; block.tint = 0xFFFF00; } else { enemyType = bossTypes[bossTypeIndex % bossTypes.length]; switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; waveType = "Boss Normal"; break; case 'fast': block.tint = 0x00AAFF; waveType = "Boss Fast"; break; case 'immune': block.tint = 0xAA0000; waveType = "Boss Immune"; break; case 'flying': block.tint = 0xFFFF00; waveType = "Boss Flying"; break; } } enemyCount = 1; // Make the wave indicator for boss waves stand out // Set boss wave color to the color of the wave type switch (enemyType) { case 'normal': block.tint = 0xAAAAAA; break; case 'fast': block.tint = 0x00AAFF; break; case 'immune': block.tint = 0xAA0000; break; case 'flying': block.tint = 0xFFFF00; break; default: block.tint = 0xFF0000; break; } } else if ((i + 1) % 5 === 0) { // Every 5th non-boss wave is fast block.tint = 0x00AAFF; waveType = "Fast"; enemyType = "fast"; enemyCount = 10; } else if ((i + 1) % 4 === 0) { // Every 4th non-boss wave is immune block.tint = 0xAA0000; waveType = "Immune"; enemyType = "immune"; enemyCount = 10; } else if ((i + 1) % 7 === 0) { // Every 7th non-boss wave is flying block.tint = 0xFFFF00; waveType = "Flying"; enemyType = "flying"; enemyCount = 10; } else if ((i + 1) % 3 === 0) { // Every 3rd non-boss wave is swarm block.tint = 0xFF00FF; waveType = "Swarm"; enemyType = "swarm"; enemyCount = 30; } else { block.tint = 0xAAAAAA; waveType = "Normal"; enemyType = "normal"; enemyCount = 10; } // --- End new unified wave logic --- // Mark boss waves with a special visual indicator if (isBossWave && enemyType !== 'swarm') { // Add a crown or some indicator to the wave marker for boss waves var bossIndicator = marker.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); bossIndicator.width = 30; bossIndicator.height = 30; bossIndicator.tint = 0xFFD700; // Gold color bossIndicator.y = -block.height / 2 - 15; // Change the wave type text to indicate boss waveType = "BOSS"; } // Store the wave type and enemy count self.waveTypes[i] = enemyType; self.enemyCounts[i] = enemyCount; // Add wave type text - simplified var waveTypeText = new Text2(waveType, { size: 50, fill: 0xFFFFFF, weight: 800 }); waveTypeText.anchor.set(0.5, 0.5); waveTypeText.y = -15; marker.addChild(waveTypeText); // Main wave number text - simplified var waveNum = new Text2((i + 1).toString(), { size: 40, fill: 0xFFFFFF, weight: 800 }); waveNum.anchor.set(0.5, 0.5); waveNum.y = 20; marker.addChild(waveNum); marker.x = -self.indicatorWidth + (i + 1) * blockWidth; self.addChild(marker); self.waveMarkers.push(marker); } // Get wave type for a specific wave number self.getWaveType = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return "normal"; } // If this is a boss wave (waveNumber % 10 === 0), and the type is the same as lastBossType // then we should return a different boss type var waveType = self.waveTypes[waveNumber - 1]; return waveType; }; // Get enemy count for a specific wave number self.getEnemyCount = function (waveNumber) { if (waveNumber < 1 || waveNumber > totalWaves) { return 10; } return self.enemyCounts[waveNumber - 1]; }; // Get display name for a wave type self.getWaveTypeName = function (waveNumber) { var type = self.getWaveType(waveNumber); var typeName = type.charAt(0).toUpperCase() + type.slice(1); // Add boss prefix for boss waves (every 10th wave) if (waveNumber % 10 === 0 && waveNumber > 0 && type !== 'swarm') { typeName = "BOSS"; } return typeName; }; self.positionIndicator = new Container(); var indicator = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator.width = blockWidth - 10; indicator.height = 16; indicator.tint = 0xffad0e; indicator.y = -65; var indicator2 = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); indicator2.width = blockWidth - 10; indicator2.height = 16; indicator2.tint = 0xffad0e; indicator2.y = 65; var leftWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); leftWall.width = 16; leftWall.height = 146; leftWall.tint = 0xffad0e; leftWall.x = -(blockWidth - 16) / 2; var rightWall = self.positionIndicator.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); rightWall.width = 16; rightWall.height = 146; rightWall.tint = 0xffad0e; rightWall.x = (blockWidth - 16) / 2; self.addChild(self.positionIndicator); self.update = function () { var progress = waveTimer / nextWaveTime; var moveAmount = (progress + currentWave) * blockWidth; for (var i = 0; i < self.waveMarkers.length; i++) { var marker = self.waveMarkers[i]; marker.x = -moveAmount + i * blockWidth; } self.positionIndicator.x = 0; for (var i = 0; i < totalWaves + 1; i++) { var marker = self.waveMarkers[i]; if (i === 0) { continue; } var block = marker.children[0]; if (i - 1 < currentWave) { block.alpha = .5; } } self.handleWaveProgression = function () { if (!self.gameStarted) { return; } if (currentWave < totalWaves) { waveTimer++; if (waveTimer >= nextWaveTime) { waveTimer = 0; currentWave++; waveInProgress = true; waveSpawned = false; if (currentWave != 1) { var waveType = self.getWaveTypeName(currentWave); var enemyCount = self.getEnemyCount(currentWave); var waveAlert = new WaveAlert(currentWave, waveType + " INCOMING", enemyCount); game.addChild(waveAlert); } } } }; self.handleWaveProgression(); }; return self; }); var WavePreviewPanel = Container.expand(function () { var self = Container.call(this); self.x = 2048 - 400; self.y = 300; self.visible = false; var panelBackground = self.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); panelBackground.width = 350; panelBackground.height = 500; panelBackground.tint = 0x34495E; panelBackground.alpha = 0.9; var titleText = new Text2('Next Wave', { size: 45, fill: 0xFFFFFF, weight: 800 }); titleText.anchor.set(0.5, 0); titleText.x = 0; titleText.y = -220; self.addChild(titleText); var waveNumberText = new Text2('', { size: 55, fill: 0xE74C3C, weight: 800 }); waveNumberText.anchor.set(0.5, 0); waveNumberText.x = 0; waveNumberText.y = -160; self.addChild(waveNumberText); var enemyTypeText = new Text2('', { size: 40, fill: 0xF39C12, weight: 600 }); enemyTypeText.anchor.set(0.5, 0); enemyTypeText.x = 0; enemyTypeText.y = -100; self.addChild(enemyTypeText); var enemyCountText = new Text2('', { size: 35, fill: 0x3498DB, weight: 500 }); enemyCountText.anchor.set(0.5, 0); enemyCountText.x = 0; enemyCountText.y = -50; self.addChild(enemyCountText); // Enemy preview sprite var enemyPreview = new Container(); enemyPreview.x = 0; enemyPreview.y = 50; self.addChild(enemyPreview); var enemySprite = null; self.updatePreview = function (waveNumber) { if (waveNumber > totalWaves) { self.visible = false; return; } self.visible = true; waveNumberText.setText('Wave ' + waveNumber); var waveType = waveIndicator.getWaveType(waveNumber); var enemyCount = waveIndicator.getEnemyCount(waveNumber); var isBossWave = waveNumber % 10 === 0 && waveNumber > 0; // Update text based on wave type var typeDisplayName = waveType.charAt(0).toUpperCase() + waveType.slice(1); if (isBossWave && waveType !== 'swarm') { typeDisplayName = 'BOSS ' + typeDisplayName; } enemyTypeText.setText(typeDisplayName); enemyCountText.setText(enemyCount + ' Enemies'); // Remove old enemy sprite if (enemySprite) { enemyPreview.removeChild(enemySprite); } // Add new enemy sprite preview var assetId = 'enemy'; if (waveType !== 'normal') { assetId = 'enemy_' + waveType; } enemySprite = enemyPreview.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Scale based on boss status if (isBossWave && waveType !== 'swarm') { enemySprite.scaleX = 1.5; enemySprite.scaleY = 1.5; } // Add floating animation var _floatAnimation = function floatAnimation() { tween(enemySprite, { y: 10 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(enemySprite, { y: -10 }, { duration: 1500, easing: tween.easeInOut, onFinish: _floatAnimation }); } }); }; _floatAnimation(); // Special effects for boss waves if (isBossWave && waveType !== 'swarm') { // Add crown indicator var crownIndicator = enemyPreview.attachAsset('towerLevelIndicator', { anchorX: 0.5, anchorY: 0.5 }); crownIndicator.width = 25; crownIndicator.height = 25; crownIndicator.tint = 0xFFD700; crownIndicator.y = -60; // Pulsing animation for crown var _pulseCrown = function pulseCrown() { tween(crownIndicator, { scaleX: 1.3, scaleY: 1.3 }, { duration: 800, easing: tween.easeInOut, onFinish: function onFinish() { tween(crownIndicator, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOut, onFinish: _pulseCrown }); } }); }; _pulseCrown(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF4E4BC }); /**** * Game Code ****/ var isHidingUpgradeMenu = false; function hideUpgradeMenu(menu) { if (isHidingUpgradeMenu) { return; } isHidingUpgradeMenu = true; // Also hide any tower info panels var towerInfoPanels = game.children.filter(function (child) { return child instanceof TowerInfoPanel; }); for (var i = 0; i < towerInfoPanels.length; i++) { (function (panel) { tween(panel, { y: 2732 + 300 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { if (panel && panel.destroy) { panel.destroy(); } } }); })(towerInfoPanels[i]); } tween(menu, { y: 2732 + 225 }, { duration: 150, easing: tween.easeIn, onFinish: function onFinish() { menu.destroy(); isHidingUpgradeMenu = false; } }); } var CELL_SIZE = 76; var pathId = 1; var maxScore = 0; var enemies = []; var towers = []; var bullets = []; var defenses = []; var selectedTower = null; var gold = 80; var lives = 20; var score = 0; var currentWave = 0; var totalWaves = 50; var waveTimer = 0; var waveInProgress = false; var waveSpawned = false; var nextWaveTime = 12000 / 2; var sourceTower = null; var enemiesToSpawn = 10; // Default number of enemies per wave // Initialize persistent player data var playerData = storage || {}; if (!playerData.skillLevels) { playerData.skillLevels = [0, 0, 0, 0]; } if (!playerData.skillPoints) { playerData.skillPoints = 0; } if (!playerData.hasSelectedStartingBonus) { playerData.hasSelectedStartingBonus = false; } if (!playerData.freeTowerUsed) { playerData.freeTowerUsed = true; } // Create skill tree panel var skillTreePanel = new SkillTreePanel(); game.addChild(skillTreePanel); var goldText = new Text2('Gold: ' + gold, { size: 65, fill: 0xDAA520, weight: 800 }); goldText.anchor.set(0.5, 0.5); var livesText = new Text2('Lives: ' + lives, { size: 65, fill: 0x1E90FF, weight: 800 }); livesText.anchor.set(0.5, 0.5); var scoreText = new Text2('Score: ' + score, { size: 65, fill: 0xFF7F50, weight: 800 }); scoreText.anchor.set(0.5, 0.5); var topMargin = 50; var centerX = 2048 / 2; var spacing = 400; LK.gui.top.addChild(goldText); LK.gui.top.addChild(livesText); LK.gui.top.addChild(scoreText); livesText.x = 0; livesText.y = topMargin; goldText.x = -spacing; goldText.y = topMargin; scoreText.x = spacing; scoreText.y = topMargin; // Add skill tree button var skillTreeButton = new Container(); var skillButtonBg = skillTreeButton.attachAsset('notification', { anchorX: 0.5, anchorY: 0.5 }); skillButtonBg.width = 200; skillButtonBg.height = 80; skillButtonBg.tint = 0x9B59B6; var skillButtonText = new Text2('Skills', { size: 40, fill: 0xFFFFFF, weight: 800 }); skillButtonText.anchor.set(0.5, 0.5); skillTreeButton.addChild(skillButtonText); skillTreeButton.x = 2048 - 150; skillTreeButton.y = 150; skillTreeButton.down = function () { LK.getSound('ui_click').play(); if (skillTreePanel) { skillTreePanel.show(); } }; LK.gui.top.addChild(skillTreeButton); function updateUI() { goldText.setText('Gold: ' + gold); livesText.setText('Lives: ' + lives); scoreText.setText('Score: ' + score); } function setGold(value) { gold = value; updateUI(); } var debugLayer = new Container(); var towerLayer = new Container(); // Create three separate layers for enemy hierarchy var enemyLayerBottom = new Container(); // For normal enemies var enemyLayerMiddle = new Container(); // For shadows var enemyLayerTop = new Container(); // For flying enemies var enemyLayer = new Container(); // Main container to hold all enemy layers // Add layers in correct order (bottom first, then middle for shadows, then top) enemyLayer.addChild(enemyLayerBottom); enemyLayer.addChild(enemyLayerMiddle); enemyLayer.addChild(enemyLayerTop); var grid = new Grid(24, 29 + 6); grid.x = 150; grid.y = 200 - CELL_SIZE * 4; grid.pathFind(); grid.renderDebug(); debugLayer.addChild(grid); game.addChild(debugLayer); game.addChild(towerLayer); game.addChild(enemyLayer); var offset = 0; var towerPreview = new TowerPreview(); game.addChild(towerPreview); towerPreview.visible = false; var isDragging = false; function wouldBlockPath(gridX, gridY) { var cells = []; for (var i = 0; i < 2; i++) { for (var j = 0; j < 2; j++) { var cell = grid.getCell(gridX + i, gridY + j); if (cell) { cells.push({ cell: cell, originalType: cell.type }); cell.type = 1; } } } var blocked = grid.pathFind(); for (var i = 0; i < cells.length; i++) { cells[i].cell.type = cells[i].originalType; } grid.pathFind(); grid.renderDebug(); return blocked; } function getTowerCost(towerType) { var cost = 15; switch (towerType) { case 'laser': cost = 15; break; case 'ice': cost = 25; break; case 'missile': cost = 40; break; case 'lightning': cost = 20; break; case 'cannon': cost = 35; break; case 'tesla': cost = 30; break; } return cost; } function getTowerSellValue(totalValue) { return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue; } function placeTower(gridX, gridY, towerType) { var towerCost = getTowerCost(towerType); var canAfford = gold >= towerCost; var canUseFreeBonus = !playerData.freeTowerUsed && playerData.selectedStartingBonus === 'freeTower'; if (canAfford || canUseFreeBonus) { var tower = new Tower(towerType || 'default'); tower.placeOnGrid(gridX, gridY); towerLayer.addChild(tower); towers.push(tower); // Apply skill effects to new tower if (skillTreePanel) { skillTreePanel.applySkillsToTower(tower); } if (canUseFreeBonus) { playerData.freeTowerUsed = true; var notification = game.addChild(new Notification("Free tower bonus used!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else { setGold(gold - towerCost); } grid.pathFind(); grid.renderDebug(); return true; } else { var notification = game.addChild(new Notification("Not enough gold!")); notification.x = 2048 / 2; notification.y = grid.height - 50; return false; } } game.down = function (x, y, obj) { var upgradeMenuVisible = game.children.some(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenuVisible) { return; } for (var i = 0; i < sourceTowers.length; i++) { var tower = sourceTowers[i]; if (x >= tower.x - tower.width / 2 && x <= tower.x + tower.width / 2 && y >= tower.y - tower.height / 2 && y <= tower.y + tower.height / 2) { towerPreview.visible = true; isDragging = true; towerPreview.towerType = tower.towerType; towerPreview.updateAppearance(); // Apply the same offset as in move handler to ensure consistency when starting drag towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); break; } } }; game.move = function (x, y, obj) { if (isDragging) { // Shift the y position upward by 1.5 tiles to show preview above finger towerPreview.snapToGrid(x, y - CELL_SIZE * 1.5); } }; game.up = function (x, y, obj) { var clickedOnTower = false; for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var towerLeft = tower.x - tower.width / 2; var towerRight = tower.x + tower.width / 2; var towerTop = tower.y - tower.height / 2; var towerBottom = tower.y + tower.height / 2; if (x >= towerLeft && x <= towerRight && y >= towerTop && y <= towerBottom) { clickedOnTower = true; break; } } var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); if (upgradeMenus.length > 0 && !isDragging && !clickedOnTower) { var clickedOnMenu = false; for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; var menuWidth = 2048; var menuHeight = 450; var menuLeft = menu.x - menuWidth / 2; var menuRight = menu.x + menuWidth / 2; var menuTop = menu.y - menuHeight / 2; var menuBottom = menu.y + menuHeight / 2; if (x >= menuLeft && x <= menuRight && y >= menuTop && y <= menuBottom) { clickedOnMenu = true; break; } } if (!clickedOnMenu) { for (var i = 0; i < upgradeMenus.length; i++) { var menu = upgradeMenus[i]; hideUpgradeMenu(menu); } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i].isTowerRange) { game.removeChild(game.children[i]); } } selectedTower = null; grid.renderDebug(); } } if (isDragging) { isDragging = false; if (towerPreview.canPlace) { if (!wouldBlockPath(towerPreview.gridX, towerPreview.gridY)) { placeTower(towerPreview.gridX, towerPreview.gridY, towerPreview.towerType); } else { var notification = game.addChild(new Notification("Tower would block the path!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } } else if (towerPreview.blockedByEnemy) { var notification = game.addChild(new Notification("Cannot build: Enemy in the way!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } else if (towerPreview.visible) { var notification = game.addChild(new Notification("Cannot build here!")); notification.x = 2048 / 2; notification.y = grid.height - 50; } towerPreview.visible = false; if (isDragging) { var upgradeMenus = game.children.filter(function (child) { return child instanceof UpgradeMenu; }); for (var i = 0; i < upgradeMenus.length; i++) { upgradeMenus[i].destroy(); } } } }; var waveIndicator = new WaveIndicator(); waveIndicator.x = 2048 / 2; waveIndicator.y = 2732 - 80; game.addChild(waveIndicator); var nextWaveButtonContainer = new Container(); var nextWaveButton = new NextWaveButton(); nextWaveButton.x = 2048 - 200; nextWaveButton.y = 2732 - 100 + 20; nextWaveButtonContainer.addChild(nextWaveButton); game.addChild(nextWaveButtonContainer); // Add wave preview panel var wavePreviewPanel = new WavePreviewPanel(); game.addChild(wavePreviewPanel); var towerTypes = ['laser', 'ice', 'missile', 'lightning', 'cannon', 'tesla']; var sourceTowers = []; var towerSpacing = 300; // Increase spacing for larger towers var startX = 2048 / 2 - towerTypes.length * towerSpacing / 2 + towerSpacing / 2; var towerY = 2732 - CELL_SIZE * 3 - 90; for (var i = 0; i < towerTypes.length; i++) { var tower = new SourceTower(towerTypes[i]); tower.x = startX + i * towerSpacing; tower.y = towerY; towerLayer.addChild(tower); sourceTowers.push(tower); // Add cost display text below each tower var costText = new Text2('Cost: ' + getTowerCost(towerTypes[i]), { size: 35, fill: 0xFFD700, weight: 800 }); costText.anchor.set(0.5, 0.5); costText.x = tower.x; costText.y = tower.y + 120; // Position below the tower towerLayer.addChild(costText); } // Show starting bonus panel if first time or hasn't selected if (!playerData.hasSelectedStartingBonus) { var startingBonusPanel = new StartingBonusPanel(); game.addChild(startingBonusPanel); playerData.hasSelectedStartingBonus = true; } // Start playing background music LK.playMusic('game_music', { loop: true, fade: { start: 0, end: 0.3, duration: 2000 } }); sourceTower = null; enemiesToSpawn = 10; // Create environmental elements layer var environmentLayer = new Container(); game.addChildAt(environmentLayer, 0); // Add behind everything else // Create background clouds var clouds = []; for (var i = 0; i < 8; i++) { var cloud = new Cloud(Math.random() * 2048, // Random x position 100 + Math.random() * 300 // Random y position in sky ); environmentLayer.addChild(cloud); clouds.push(cloud); } // Add environmental decorations around the grid edges var environmentalElements = []; // Add palm trees along the sides of the grid var palmTreePositions = [{ x: grid.x - 100, y: grid.y + 300 }, { x: grid.x - 80, y: grid.y + 800 }, { x: grid.x - 120, y: grid.y + 1300 }, { x: grid.x + grid.cells.length * CELL_SIZE + 80, y: grid.y + 400 }, { x: grid.x + grid.cells.length * CELL_SIZE + 100, y: grid.y + 900 }, { x: grid.x + grid.cells.length * CELL_SIZE + 60, y: grid.y + 1400 }]; for (var i = 0; i < palmTreePositions.length; i++) { var pos = palmTreePositions[i]; var palmTree = new EnvironmentalElement('palm_tree', pos.x, pos.y); environmentLayer.addChild(palmTree); environmentalElements.push(palmTree); } // Add rocks scattered around the edges var rockPositions = [{ x: grid.x - 60, y: grid.y + 200 }, { x: grid.x - 40, y: grid.y + 600 }, { x: grid.x - 80, y: grid.y + 1100 }, { x: grid.x - 50, y: grid.y + 1600 }, { x: grid.x + grid.cells.length * CELL_SIZE + 40, y: grid.y + 250 }, { x: grid.x + grid.cells.length * CELL_SIZE + 60, y: grid.y + 700 }, { x: grid.x + grid.cells.length * CELL_SIZE + 30, y: grid.y + 1200 }, { x: grid.x + grid.cells.length * CELL_SIZE + 70, y: grid.y + 1500 }]; for (var i = 0; i < rockPositions.length; i++) { var pos = rockPositions[i]; var rock = new EnvironmentalElement('rock', pos.x, pos.y); environmentLayer.addChild(rock); environmentalElements.push(rock); } // Add seashells scattered around the beach areas var seashellPositions = [{ x: grid.x - 30, y: grid.y + 150 }, { x: grid.x - 70, y: grid.y + 500 }, { x: grid.x - 20, y: grid.y + 850 }, { x: grid.x - 90, y: grid.y + 1250 }, { x: grid.x - 45, y: grid.y + 1550 }, { x: grid.x + grid.cells.length * CELL_SIZE + 20, y: grid.y + 180 }, { x: grid.x + grid.cells.length * CELL_SIZE + 50, y: grid.y + 550 }, { x: grid.x + grid.cells.length * CELL_SIZE + 15, y: grid.y + 950 }, { x: grid.x + grid.cells.length * CELL_SIZE + 45, y: grid.y + 1350 }, { x: grid.x + grid.cells.length * CELL_SIZE + 25, y: grid.y + 1650 }]; for (var i = 0; i < seashellPositions.length; i++) { var pos = seashellPositions[i]; var seashell = new EnvironmentalElement('seashell', pos.x, pos.y); environmentLayer.addChild(seashell); environmentalElements.push(seashell); } game.update = function () { if (waveInProgress) { if (!waveSpawned) { waveSpawned = true; // Get wave type and enemy count from the wave indicator var waveType = waveIndicator.getWaveType(currentWave); var enemyCount = waveIndicator.getEnemyCount(currentWave); // Check if this is a boss wave var isBossWave = currentWave % 10 === 0 && currentWave > 0; if (isBossWave && waveType !== 'swarm') { // Boss waves have just 1 enemy regardless of what the wave indicator says enemyCount = 1; // Show boss announcement with enhanced alert var bossAlert = new WaveAlert(currentWave, "β οΈ BOSS " + waveType.toUpperCase() + " β οΈ", enemyCount); game.addChild(bossAlert); } // Show wave alert for all waves except wave 1 if (currentWave > 1 && !isBossWave) { var waveAlert = new WaveAlert(currentWave, waveType.toUpperCase(), enemyCount); game.addChild(waveAlert); } // Spawn the appropriate number of enemies for (var i = 0; i < enemyCount; i++) { var enemy = new Enemy(waveType); // Add enemy to the appropriate layer based on type if (enemy.isFlying) { // Add flying enemy to the top layer enemyLayerTop.addChild(enemy); // If it's a flying enemy, add its shadow to the middle layer if (enemy.shadow) { enemyLayerMiddle.addChild(enemy.shadow); } } else { // Add normal/ground enemies to the bottom layer enemyLayerBottom.addChild(enemy); } // Scale difficulty with wave number but don't apply to boss // as bosses already have their health multiplier // Use exponential scaling for health var healthMultiplier = Math.pow(1.12, currentWave); // ~20% increase per wave enemy.maxHealth = Math.round(enemy.maxHealth * healthMultiplier); enemy.health = enemy.maxHealth; // Increment speed slightly with wave number //enemy.speed = enemy.speed + currentWave * 0.002; // All enemy types now spawn in the middle 6 tiles at the top spacing var gridWidth = 24; var midPoint = Math.floor(gridWidth / 2); // 12 // Find a column that isn't occupied by another enemy that's not yet in view var availableColumns = []; for (var col = midPoint - 3; col < midPoint + 3; col++) { var columnOccupied = false; // Check if any enemy is already in this column but not yet in view for (var e = 0; e < enemies.length; e++) { if (enemies[e].cellX === col && enemies[e].currentCellY < 4) { columnOccupied = true; break; } } if (!columnOccupied) { availableColumns.push(col); } } // If all columns are occupied, use original random method var spawnX; if (availableColumns.length > 0) { // Choose a random unoccupied column spawnX = availableColumns[Math.floor(Math.random() * availableColumns.length)]; } else { // Fallback to random if all columns are occupied spawnX = midPoint - 3 + Math.floor(Math.random() * 6); // x from 9 to 14 } var spawnY = -1 - Math.random() * 5; // Random distance above the grid for spreading enemy.cellX = spawnX; enemy.cellY = 5; // Position after entry enemy.currentCellX = spawnX; enemy.currentCellY = spawnY; enemy.waveNumber = currentWave; enemies.push(enemy); } } var currentWaveEnemiesRemaining = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].waveNumber === currentWave) { currentWaveEnemiesRemaining = true; break; } } if (waveSpawned && !currentWaveEnemiesRemaining) { waveInProgress = false; waveSpawned = false; // Award skill point every 3 waves if (currentWave % 3 === 0) { playerData.skillPoints++; var notification = game.addChild(new Notification("Skill Point Earned!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } } } for (var a = enemies.length - 1; a >= 0; a--) { var enemy = enemies[a]; if (enemy.health <= 0) { for (var i = 0; i < enemy.bulletsTargetingThis.length; i++) { var bullet = enemy.bulletsTargetingThis[i]; bullet.targetEnemy = null; } // Play enemy death sound effect LK.getSound('enemy_death').play(); // Play gold earning sound effect LK.getSound('gold_earn').play(); // Create death animation before cleanup var deathAnimation = function deathAnimation() { // Stop any ongoing rotation tweens on the enemy if (enemy.children[0]) { tween.stop(enemy.children[0], { rotation: true }); } // Stop any movement tweens tween.stop(enemy, { x: true, y: true }); // Fade out and implode effect tween(enemy, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } } }); // Add a burst of particles effect with a quick expanding circle var burstEffect = new Container(); game.addChild(burstEffect); burstEffect.x = enemy.x; burstEffect.y = enemy.y; var burstGraphics = burstEffect.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); burstGraphics.width = burstGraphics.height = CELL_SIZE * 0.3; burstGraphics.tint = 0xFF6B35; burstGraphics.alpha = 0.8; tween(burstEffect, { alpha: 0, scaleX: 2.5, scaleY: 2.5 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { burstEffect.destroy(); } }); }; // Execute death animation deathAnimation(); // Boss enemies give more gold and score var baseGoldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5); // Apply gold bonus skill var goldBonusLevel = playerData.skillLevels[1] || 0; var goldEarned = Math.floor(baseGoldEarned * (1 + goldBonusLevel * 0.1)); var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y); game.addChild(goldIndicator); // Create gold collection particle effect var goldCollectionEffect = new Container(); game.addChild(goldCollectionEffect); goldCollectionEffect.x = enemy.x; goldCollectionEffect.y = enemy.y; // Create sparkling particles that move toward gold counter for (var sparkle = 0; sparkle < 6; sparkle++) { var sparkleContainer = new Container(); goldCollectionEffect.addChild(sparkleContainer); var sparkleGraphics = sparkleContainer.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5 }); sparkleGraphics.width = sparkleGraphics.height = 6 + Math.random() * 8; sparkleGraphics.tint = 0xFFD700; // Golden color sparkleGraphics.alpha = 1; // Initial random spread var initialAngle = Math.random() * Math.PI * 2; var initialDistance = Math.random() * 25; sparkleContainer.x = Math.cos(initialAngle) * initialDistance; sparkleContainer.y = Math.sin(initialAngle) * initialDistance; // Calculate target position (gold counter position) var targetX = -spacing - goldCollectionEffect.x; // Relative to gold counter var targetY = topMargin - goldCollectionEffect.y; // First phase: sparkle outward briefly tween(sparkleContainer, { x: sparkleContainer.x * 1.5, y: sparkleContainer.y * 1.5, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Second phase: fly toward gold counter tween(sparkleContainer, { x: targetX + (Math.random() - 0.5) * 40, y: targetY + (Math.random() - 0.5) * 20, alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 800 + Math.random() * 300, easing: tween.easeIn }); } }); } // Clean up gold collection effect after animation LK.setTimeout(function () { goldCollectionEffect.destroy(); }, 1200); setGold(gold + goldEarned); // Give more score for defeating a boss var scoreValue = enemy.isBoss ? 100 : 5; score += scoreValue; // Add a notification for boss defeat if (enemy.isBoss) { var notification = game.addChild(new Notification("Boss defeated! +" + goldEarned + " gold!")); notification.x = 2048 / 2; notification.y = grid.height - 150; } updateUI(); enemies.splice(a, 1); continue; } if (grid.updateEnemy(enemy)) { // Clean up shadow if it's a flying enemy if (enemy.isFlying && enemy.shadow) { enemyLayerMiddle.removeChild(enemy.shadow); enemy.shadow = null; } // Remove enemy from the appropriate layer if (enemy.isFlying) { enemyLayerTop.removeChild(enemy); } else { enemyLayerBottom.removeChild(enemy); } enemies.splice(a, 1); lives = Math.max(0, lives - 1); updateUI(); if (lives <= 0) { LK.getSound('game_over').play(); LK.showGameOver(); } } } for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { if (bullets[i].targetEnemy) { var targetEnemy = bullets[i].targetEnemy; var bulletIndex = targetEnemy.bulletsTargetingThis.indexOf(bullets[i]); if (bulletIndex !== -1) { targetEnemy.bulletsTargetingThis.splice(bulletIndex, 1); } } bullets.splice(i, 1); } } if (towerPreview.visible) { towerPreview.checkPlacement(); } // Update environmental elements for (var i = 0; i < clouds.length; i++) { clouds[i].update(); } // Update wave preview panel if (waveIndicator.gameStarted && currentWave < totalWaves) { wavePreviewPanel.updatePreview(currentWave + 1); } else { wavePreviewPanel.visible = false; } if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) { // Save data before winning storage.skillLevels = playerData.skillLevels; storage.skillPoints = playerData.skillPoints; storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus; storage.selectedStartingBonus = playerData.selectedStartingBonus; storage.freeTowerUsed = playerData.freeTowerUsed; LK.showYouWin(); } // Periodically save player data if (LK.ticks % 300 === 0) { storage.skillLevels = playerData.skillLevels; storage.skillPoints = playerData.skillPoints; storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus; storage.selectedStartingBonus = playerData.selectedStartingBonus; storage.freeTowerUsed = playerData.freeTowerUsed; } };
===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,9 @@
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
@@ -1401,8 +1402,221 @@
}
};
return self;
});
+var SkillTreePanel = Container.expand(function () {
+ var self = Container.call(this);
+ self.x = 2048 / 2;
+ self.y = 2732 + 400;
+ self.visible = false;
+ var panelBackground = self.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ panelBackground.width = 1800;
+ panelBackground.height = 800;
+ panelBackground.tint = 0x2C3E50;
+ panelBackground.alpha = 0.95;
+ var titleText = new Text2('Skill Tree', {
+ size: 70,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 0;
+ titleText.y = -320;
+ self.addChild(titleText);
+ var skillPointsText = new Text2('Skill Points: 0', {
+ size: 50,
+ fill: 0xF1C40F,
+ weight: 800
+ });
+ skillPointsText.anchor.set(0.5, 0.5);
+ skillPointsText.x = 0;
+ skillPointsText.y = -250;
+ self.addChild(skillPointsText);
+ var skills = [{
+ name: 'Tower Damage',
+ description: '+5% Tower Damage',
+ cost: 1,
+ maxLevel: 10,
+ effect: 'damage'
+ }, {
+ name: 'Gold Bonus',
+ description: '+10% Gold Earned',
+ cost: 1,
+ maxLevel: 5,
+ effect: 'gold'
+ }, {
+ name: 'Tower Range',
+ description: '+3% Tower Range',
+ cost: 2,
+ maxLevel: 8,
+ effect: 'range'
+ }, {
+ name: 'Fire Rate',
+ description: '+4% Fire Rate',
+ cost: 2,
+ maxLevel: 6,
+ effect: 'fireRate'
+ }];
+ var skillButtons = [];
+ for (var i = 0; i < skills.length; i++) {
+ var skill = skills[i];
+ var button = new Container();
+ button.skillData = skill;
+ button.skillIndex = i;
+ var buttonBg = button.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ buttonBg.width = 400;
+ buttonBg.height = 200;
+ buttonBg.tint = 0x34495E;
+ var nameText = new Text2(skill.name, {
+ size: 40,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ nameText.anchor.set(0.5, 0.5);
+ nameText.y = -50;
+ button.addChild(nameText);
+ var descText = new Text2(skill.description, {
+ size: 30,
+ fill: 0xECF0F1,
+ weight: 400
+ });
+ descText.anchor.set(0.5, 0.5);
+ descText.y = -10;
+ button.addChild(descText);
+ var levelText = new Text2('Level: 0/' + skill.maxLevel, {
+ size: 35,
+ fill: 0xF39C12,
+ weight: 600
+ });
+ levelText.anchor.set(0.5, 0.5);
+ levelText.y = 30;
+ button.addChild(levelText);
+ var costText = new Text2('Cost: ' + skill.cost, {
+ size: 30,
+ fill: 0xE74C3C,
+ weight: 600
+ });
+ costText.anchor.set(0.5, 0.5);
+ costText.y = 65;
+ button.addChild(costText);
+ button.nameText = nameText;
+ button.levelText = levelText;
+ button.costText = costText;
+ button.buttonBg = buttonBg;
+ button.x = i % 2 * 450 - 225;
+ button.y = Math.floor(i / 2) * 220 - 80;
+ button.down = function (x, y, obj) {
+ var skillIndex = obj.skillIndex;
+ var skill = obj.skillData;
+ var currentLevel = playerData.skillLevels[skillIndex] || 0;
+ if (currentLevel >= skill.maxLevel) {
+ return;
+ }
+ if (playerData.skillPoints >= skill.cost) {
+ LK.getSound('ui_click').play();
+ playerData.skillPoints -= skill.cost;
+ playerData.skillLevels[skillIndex] = currentLevel + 1;
+ // Update display
+ self.updateSkillDisplay();
+ // Apply skill effects to existing towers
+ self.applySkillEffects();
+ }
+ };
+ self.addChild(button);
+ skillButtons.push(button);
+ }
+ var closeButton = new Container();
+ var closeBg = closeButton.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ closeBg.width = 80;
+ closeBg.height = 80;
+ closeBg.tint = 0xE74C3C;
+ var closeText = new Text2('X', {
+ size: 50,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ closeText.anchor.set(0.5, 0.5);
+ closeButton.addChild(closeText);
+ closeButton.x = 850;
+ closeButton.y = -350;
+ closeButton.down = function () {
+ LK.getSound('ui_click').play();
+ self.hide();
+ };
+ self.addChild(closeButton);
+ self.updateSkillDisplay = function () {
+ skillPointsText.setText('Skill Points: ' + playerData.skillPoints);
+ for (var i = 0; i < skillButtons.length; i++) {
+ var button = skillButtons[i];
+ var skill = skills[i];
+ var currentLevel = playerData.skillLevels[i] || 0;
+ button.levelText.setText('Level: ' + currentLevel + '/' + skill.maxLevel);
+ if (currentLevel >= skill.maxLevel) {
+ button.buttonBg.tint = 0x27AE60;
+ button.costText.setText('MAX LEVEL');
+ } else if (playerData.skillPoints >= skill.cost) {
+ button.buttonBg.tint = 0x3498DB;
+ button.costText.setText('Cost: ' + skill.cost);
+ } else {
+ button.buttonBg.tint = 0x7F8C8D;
+ button.costText.setText('Cost: ' + skill.cost);
+ }
+ }
+ };
+ self.applySkillEffects = function () {
+ // Apply passive bonuses to all existing towers
+ for (var i = 0; i < towers.length; i++) {
+ var tower = towers[i];
+ self.applySkillsToTower(tower);
+ }
+ };
+ self.applySkillsToTower = function (tower) {
+ if (!tower.baseStats) {
+ tower.baseStats = {
+ damage: tower.damage,
+ fireRate: tower.fireRate,
+ range: tower.getRange()
+ };
+ }
+ var damageLevel = playerData.skillLevels[0] || 0;
+ var rangeLevel = playerData.skillLevels[2] || 0;
+ var fireRateLevel = playerData.skillLevels[3] || 0;
+ tower.damage = Math.floor(tower.baseStats.damage * (1 + damageLevel * 0.05));
+ tower.fireRate = Math.floor(tower.baseStats.fireRate * (1 - fireRateLevel * 0.04));
+ tower.refreshCellsInRange();
+ };
+ self.show = function () {
+ self.visible = true;
+ self.updateSkillDisplay();
+ tween(self, {
+ y: 2732 / 2
+ }, {
+ duration: 300,
+ easing: tween.backOut
+ });
+ };
+ self.hide = function () {
+ tween(self, {
+ y: 2732 + 400
+ }, {
+ duration: 200,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ self.visible = false;
+ }
+ });
+ };
+ return self;
+});
var SourceTower = Container.expand(function (towerType) {
var self = Container.call(this);
self.towerType = towerType || 'laser';
// Create tower asset based on tower type
@@ -1430,8 +1644,103 @@
self.alpha = canAfford ? 1 : 0.5;
};
return self;
});
+var StartingBonusPanel = Container.expand(function () {
+ var self = Container.call(this);
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.visible = true;
+ var panelBackground = self.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ panelBackground.width = 1800;
+ panelBackground.height = 1200;
+ panelBackground.tint = 0x2C3E50;
+ panelBackground.alpha = 0.95;
+ var titleText = new Text2('Choose Your Starting Bonus', {
+ size: 80,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ titleText.anchor.set(0.5, 0.5);
+ titleText.x = 0;
+ titleText.y = -450;
+ self.addChild(titleText);
+ var bonuses = [{
+ name: 'Extra Gold',
+ description: '+20 Starting Gold',
+ effect: 'gold',
+ value: 20
+ }, {
+ name: 'Free Tower',
+ description: 'First Tower is Free',
+ effect: 'freeTower',
+ value: 1
+ }, {
+ name: 'Extra Life',
+ description: '+5 Starting Lives',
+ effect: 'lives',
+ value: 5
+ }];
+ var bonusButtons = [];
+ for (var i = 0; i < bonuses.length; i++) {
+ var bonus = bonuses[i];
+ var button = new Container();
+ button.bonusData = bonus;
+ var buttonBg = button.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ buttonBg.width = 500;
+ buttonBg.height = 300;
+ buttonBg.tint = 0x3498DB;
+ var nameText = new Text2(bonus.name, {
+ size: 55,
+ fill: 0xFFFFFF,
+ weight: 800
+ });
+ nameText.anchor.set(0.5, 0.5);
+ nameText.y = -50;
+ button.addChild(nameText);
+ var descText = new Text2(bonus.description, {
+ size: 40,
+ fill: 0xECF0F1,
+ weight: 400
+ });
+ descText.anchor.set(0.5, 0.5);
+ descText.y = 50;
+ button.addChild(descText);
+ button.x = (i - 1) * 550;
+ button.y = -100;
+ button.down = function (x, y, obj) {
+ LK.getSound('ui_click').play();
+ // Apply the selected bonus
+ var selectedBonus = obj.bonusData;
+ switch (selectedBonus.effect) {
+ case 'gold':
+ setGold(gold + selectedBonus.value);
+ break;
+ case 'freeTower':
+ playerData.freeTowerUsed = false;
+ break;
+ case 'lives':
+ lives += selectedBonus.value;
+ updateUI();
+ break;
+ }
+ // Store selection
+ playerData.selectedStartingBonus = selectedBonus.effect;
+ // Hide panel
+ self.visible = false;
+ self.destroy();
+ };
+ self.addChild(button);
+ bonusButtons.push(button);
+ }
+ return self;
+});
var Tower = Container.expand(function (id) {
var self = Container.call(this);
self.id = id || 'laser';
self.level = 1;
@@ -3366,8 +3675,25 @@
var waveSpawned = false;
var nextWaveTime = 12000 / 2;
var sourceTower = null;
var enemiesToSpawn = 10; // Default number of enemies per wave
+// Initialize persistent player data
+var playerData = storage || {};
+if (!playerData.skillLevels) {
+ playerData.skillLevels = [0, 0, 0, 0];
+}
+if (!playerData.skillPoints) {
+ playerData.skillPoints = 0;
+}
+if (!playerData.hasSelectedStartingBonus) {
+ playerData.hasSelectedStartingBonus = false;
+}
+if (!playerData.freeTowerUsed) {
+ playerData.freeTowerUsed = true;
+}
+// Create skill tree panel
+var skillTreePanel = new SkillTreePanel();
+game.addChild(skillTreePanel);
var goldText = new Text2('Gold: ' + gold, {
size: 65,
fill: 0xDAA520,
weight: 800
@@ -3396,8 +3722,33 @@
goldText.x = -spacing;
goldText.y = topMargin;
scoreText.x = spacing;
scoreText.y = topMargin;
+// Add skill tree button
+var skillTreeButton = new Container();
+var skillButtonBg = skillTreeButton.attachAsset('notification', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+skillButtonBg.width = 200;
+skillButtonBg.height = 80;
+skillButtonBg.tint = 0x9B59B6;
+var skillButtonText = new Text2('Skills', {
+ size: 40,
+ fill: 0xFFFFFF,
+ weight: 800
+});
+skillButtonText.anchor.set(0.5, 0.5);
+skillTreeButton.addChild(skillButtonText);
+skillTreeButton.x = 2048 - 150;
+skillTreeButton.y = 150;
+skillTreeButton.down = function () {
+ LK.getSound('ui_click').play();
+ if (skillTreePanel) {
+ skillTreePanel.show();
+ }
+};
+LK.gui.top.addChild(skillTreeButton);
function updateUI() {
goldText.setText('Gold: ' + gold);
livesText.setText('Lives: ' + lives);
scoreText.setText('Score: ' + score);
@@ -3481,14 +3832,27 @@
return waveIndicator && waveIndicator.gameStarted ? Math.floor(totalValue * 0.6) : totalValue;
}
function placeTower(gridX, gridY, towerType) {
var towerCost = getTowerCost(towerType);
- if (gold >= towerCost) {
+ var canAfford = gold >= towerCost;
+ var canUseFreeBonus = !playerData.freeTowerUsed && playerData.selectedStartingBonus === 'freeTower';
+ if (canAfford || canUseFreeBonus) {
var tower = new Tower(towerType || 'default');
tower.placeOnGrid(gridX, gridY);
towerLayer.addChild(tower);
towers.push(tower);
- setGold(gold - towerCost);
+ // Apply skill effects to new tower
+ if (skillTreePanel) {
+ skillTreePanel.applySkillsToTower(tower);
+ }
+ if (canUseFreeBonus) {
+ playerData.freeTowerUsed = true;
+ var notification = game.addChild(new Notification("Free tower bonus used!"));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 50;
+ } else {
+ setGold(gold - towerCost);
+ }
grid.pathFind();
grid.renderDebug();
return true;
} else {
@@ -3633,8 +3997,14 @@
costText.x = tower.x;
costText.y = tower.y + 120; // Position below the tower
towerLayer.addChild(costText);
}
+// Show starting bonus panel if first time or hasn't selected
+if (!playerData.hasSelectedStartingBonus) {
+ var startingBonusPanel = new StartingBonusPanel();
+ game.addChild(startingBonusPanel);
+ playerData.hasSelectedStartingBonus = true;
+}
// Start playing background music
LK.playMusic('game_music', {
loop: true,
fade: {
@@ -3845,8 +4215,15 @@
}
if (waveSpawned && !currentWaveEnemiesRemaining) {
waveInProgress = false;
waveSpawned = false;
+ // Award skill point every 3 waves
+ if (currentWave % 3 === 0) {
+ playerData.skillPoints++;
+ var notification = game.addChild(new Notification("Skill Point Earned!"));
+ notification.x = 2048 / 2;
+ notification.y = grid.height - 150;
+ }
}
}
for (var a = enemies.length - 1; a >= 0; a--) {
var enemy = enemies[a];
@@ -3920,9 +4297,12 @@
};
// Execute death animation
deathAnimation();
// Boss enemies give more gold and score
- var goldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
+ var baseGoldEarned = enemy.isBoss ? Math.floor(50 + (enemy.waveNumber - 1) * 5) : Math.floor(1 + (enemy.waveNumber - 1) * 0.5);
+ // Apply gold bonus skill
+ var goldBonusLevel = playerData.skillLevels[1] || 0;
+ var goldEarned = Math.floor(baseGoldEarned * (1 + goldBonusLevel * 0.1));
var goldIndicator = new GoldIndicator(goldEarned, enemy.x, enemy.y);
game.addChild(goldIndicator);
// Create gold collection particle effect
var goldCollectionEffect = new Container();
@@ -4036,7 +4416,21 @@
} else {
wavePreviewPanel.visible = false;
}
if (currentWave >= totalWaves && enemies.length === 0 && !waveInProgress) {
+ // Save data before winning
+ storage.skillLevels = playerData.skillLevels;
+ storage.skillPoints = playerData.skillPoints;
+ storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
+ storage.selectedStartingBonus = playerData.selectedStartingBonus;
+ storage.freeTowerUsed = playerData.freeTowerUsed;
LK.showYouWin();
}
+ // Periodically save player data
+ if (LK.ticks % 300 === 0) {
+ storage.skillLevels = playerData.skillLevels;
+ storage.skillPoints = playerData.skillPoints;
+ storage.hasSelectedStartingBonus = playerData.hasSelectedStartingBonus;
+ storage.selectedStartingBonus = playerData.selectedStartingBonus;
+ storage.freeTowerUsed = playerData.freeTowerUsed;
+ }
};
\ No newline at end of file
a turtle with a laser on her shell, pixel art. In-Game asset. 2d. High contrast. No shadows
a turtle with a lightning bolt gun on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
a turtle with a canon on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
a turtle having a misile on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
a turtle with an ice gun on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
a turtle with a tesla tower on her shell, pixelart. In-Game asset. 2d. High contrast. No shadows
seagull, pixelart, walking down. In-Game asset. 2d. High contrast. No shadows
seagull looking to the right, pixelart, flying. In-Game asset. 2d. High contrast. No shadows
seagull looking to the right, pixelart, running. In-Game asset. 2d. High contrast. No shadows
very big seagull looking to the right, pixelart, walking. In-Game asset. 2d. High contrast. No shadows
palm tree, pixelart. In-Game asset. 2d. High contrast. No shadows
rock, pixelart. In-Game asset. 2d. High contrast. No shadows
seashell, pixelart. In-Game asset. 2d. High contrast. No shadows
laser_shoot
Sound effect
ice_shoot
Sound effect
missile_shoot
Sound effect
lightning_shoot
Sound effect
cannon_shoot
Sound effect
tesla_shoot
Sound effect
enemy_hit
Sound effect
wave_alert
Sound effect
enemy_death
Sound effect
game_music
Music
game_over
Sound effect
ui_click
Sound effect
ui_select
Sound effect
gold_earn
Sound effect